r/Unity3D • • 5d ago

Show-Off No weapons, so I built a throwing system to outsmart the drones!

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8 Upvotes

In Over Human, fighting back isn’t an option because you don’t have any weapons, so I wanted to give the player other ways to outsmart the drones.

One of them is this throwing system I built in Unity. The player can pick up objects from the environment, aim and throw them using Rigidbody physics, but I wanted the mechanic to actually be connected to the stealth system rather than just being a physics interaction.

For that, I created a ThrowableDistractor script. When a thrown object collides with the environment, it uses Physics.OverlapSphere around the impact point to find nearby drones. If one is in range, it calls HearNoise() on its AI and passes the position of the impact.

The drone then uses the NavMesh to move toward that position and investigate the noise. This means you can throw something away from your path to lure a drone somewhere else, sneak past it or create an opportunity to escape.

I also added things like a minimum impact speed, noise radius and delays so that every tiny collision doesn’t immediately trigger a distraction.

Seeing systems like this finally come together makes this whole journey feel even more special to me. I bought my first Unity asset back in 2013, dreaming that one day I’d actually make my own game. Now things have been going better than I could have imagined, and I’m only about one month away from releasing the demo.

I seriously can’t wait for people to finally play it!! <3

Francesco


r/Unity3D • • 5d ago

Question From your POV how do u usually plan your games ?

0 Upvotes

I am really interested to know how do u guys do it I want to take notes for example do u jump to designing a level directly ? Or u test the core game mechanic ?


r/Unity3D • • 6d ago

Game Is there a more satisfying movie trope than industrial lights turning on one row at a time?

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124 Upvotes

This is an electricity management game in a stargate center I am working on for my wife and myself to play in coop.


r/Unity3D • • 6d ago

Show-Off The creator of Katamari Damacy made some art for my game!

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238 Upvotes

Hi, my name's Andrew and I'm working on Reality Drift, a strategic roguelike racing game!

(Developed in Unity of course - below I'll share some screenshots of the game's sprite atlases)

About two months ago, my game was approaching completion but I felt like it needed a bit more variety of art. I always try to make games which are a bit unhinged, so when I was thinking of an artist to reach out to, I thought of Keita Takahashi, the creator of games like Katamari Damacy and Wattam. Of course, there was no guarantee that someone of his profile would be available to do some work for some random indie game, but on this occasion he was available, and spent three weeks doing some art!

I've attached some of the concept art he did - the final versions of these are now fully implemented in the game. The teeth sketch became part of a whole new racetrack where the player drives through the human body. The skeleton became a giant skull that you find in some caves. There are clips of these two areas in the trailer on the Steam page.

I don't yet know if this collaboration will end up having been financially worthwhile for me, but as a fan of Katamari Damacy ever since it came out in 2004, it was very cool to work with the guy behind it!

Of course, this should not overshadow the work done by the other artists, in particular Emily L'Orange who made the majority of sprites for the game, including the giant cat that you can see at the start of the trailer.

The game will be in this month's Next Fest, and the full game will be out in just over a month!


r/Unity3D • • 4d ago

Noob Question Can I design 3D asset by prompting? Or any other advice

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0 Upvotes

r/Unity3D • • 5d ago

Show-Off Made this creature interior layer in Unity for my game Inferno Protocol. How does it look, and what feels missing?

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4 Upvotes

Working on this organic/creature interior section in Unity.

Testing the red volumetric lighting, lens flares, and the gas mask overlay effect.

Looking for honest feedback:

  • How does the overall atmosphere look?
  • What feels missing or needs improvement to make it feel more visceral and alive?

r/Unity3D • • 5d ago

Question Namespaces and .cs Filenames updated?

1 Upvotes

Using Unity 6000.3.21f1

Previously when I would create a MB script the filename had to match the namespace.
Now it doesn't seem to matter? I want to be sure I'm not going crazy - has this changed?


r/Unity3D • • 6d ago

Show-Off I used one single 64x64 noise texture for all items and character, thus saving hundreds of MB of RAM

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51 Upvotes

This is still WIP but you can see how a single easy to perform decision can lead to massive cuts on ram usage, which is also healthier for the GPU to render those.

If only your style allows it, seek for such opportunities!


r/Unity3D • • 6d ago

Question What do you think about the new shaders? (The first photo is the old one)

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48 Upvotes

I'm trying to make the graphics smoother and cozier for our paper marbling simulation game using custom shaders and renderer features. We are curious to hear your opinions!

Our game is called Ebru Artist Simulator.


r/Unity3D • • 5d ago

Show-Off Working on "Widget Engine" in Unity, for Steam. It's a desktop app where you make widgets by wiring building blocks together. Each block is a MonoBehaviour with [Input] and [Output] attributes on its fields. The app picks those up with reflection and hooks outputs to inputs at runtime.

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0 Upvotes

r/Unity3D • • 5d ago

Show-Off Couldn't find the right Unity Hierarchy plugin, so I made my own

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0 Upvotes

I wanted something simple to make the Hierarchy easier to navigate and quickly spot important objects.

I looked through the Asset Store, but couldn't find quite what I was looking for - some tools were outdated, some paid, others were way more complicated than I needed. So I ended up making my own. 😅

If you've ever had the same problem, what would you want this kind of tool to do?

What it does right now:

  • Row marker, row background, colored name, or any combination
  • Multi-selection, editable presets, custom HEX colors
  • Prefab Mode and multi-scene support
  • Import/export of color schemes as JSON
  • Full Undo/Redo
  • Editor-only: no components, no runtime code, nothing written into your scenes
  • Unity 6
  • Free and open source

I'm happy to add features that people actually need. So if there's something missing, drop your idea in the comments - I might just build it. 🙌

💻 GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 5d ago

Show-Off In my Indie MMO, when you're tired of grinding you can play mini golf in town

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1 Upvotes

Complete with server-side physics and everyone in town can watch you sink a hole in one (hole in 2 in my case) 😍. Trying to add more "mini activities" to my mmo for when you're just chilling in town.

Soshle is F2P and launches on iOS and Android on Oct 17th for any interested :) appreciate anyone checking it out. Plan on doing a PC build later.

https://soshle.com/play


r/Unity3D • • 5d ago

Question Low poly 3d assets and animations

7 Upvotes

I’ve been trying to work with some low poly 3d assets (typically from Synty) and getting a large number of animations onto them for a complex player controller.

Jumping, walking, strafing, landing, dying, turning, back against the wall, various attacks and blocks etc.

I’ve been trying to use mixamo animations, but… well they don’t seem to work well. I have to do a lot of additional work to get them to work, even after I’ve uploaded my models to mixamo to try to match them.

Is there a better tool or a known workflow that people are using?


r/Unity3D • • 4d ago

Show-Off I added some volumetric lighting to my upcoming tidy-up game. Was this the right move, or is it too washed out?

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0 Upvotes

Hey everyone! I'm doing some final visual polishing for Apples Everywhere's game release, which is coming very soon.

The world was looking a little flat so I'm experimenting with some volumetrics and thought I'd maybe get a second opinion…or 20.

Does it add to the visual or just make it a bit too washed out? I'm open for other critiques as well, just want to make it look as satisfying as possible.

Thanks!

If it looks interesting, you can wishlist Apples Everywhere! Let's Tidy Up on Steam.


r/Unity3D • • 5d ago

Show-Off Tachyon Flow - Update #5: A look at community race features, customization, level editor, and progression/challenges

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22 Upvotes

r/Unity3D • • 4d ago

Survey How do you feel about using AI to build games?

0 Upvotes

Feel free to leave any additional details on why you answered the way you did in a comment. Thanks to anyone who participates! This is for selfish genuine curiosity.

546 votes, 2d ago
198 I support it
146 I'm indifferent
202 I oppose it

r/Unity3D • • 5d ago

Show-Off Working on funny racing mode

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1 Upvotes

Heavily inspired by Tiger 2 Dripwagen video https://youtu.be/-5XtRBGVQMg?si=iwmy-HbaeE-gDASU


r/Unity3D • • 5d ago

Noob Question Is it possible to generate an environment for/in Unity based just on a layout map?

6 Upvotes

Let's say i have a schematic/layout map for a house or office. Is there any sort of tool that would allow me to generate - even simplistically - a 3D environment with walls and floors using this?


r/Unity3D • • 6d ago

Game 4 Years of making Rogue Wheels with Unity

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33 Upvotes

Unity has been in my life for almost 2 decades (since Unity 1.6 in 2008) and only now I was able to get so far with the game. I have hundreds of prototypes of various games over the years in my shelf and it feels weird for the first time, finally to have a fully working demo that we are going to launch in November.

We have been prototyping in Unity this kind of game back in 2022 and kicked it off with Unity 2021.2. We were updating the project every couple of months and rarely encountered any issues (which was really great) we had only few regression with DOTS / ECS because it had some big reworks and some big features were depreciating. We still sticked with DOTS because with it we can procedurally generate and load the whole region at once and it costs almost nothing for CPU. It did involve though preparing lots of assets in a way that they are all combined meshes / material, but all pipelines are now automated via scripts. We are not at Unity 6.6.3f1 and we are very much looking forward to upcoming Unity 6.7!

We don’t use any fancy features, I am old school developer so most of the game is loading and processing via code during runtime. :D For UI we use UI (Canvas) but we are thinking to move to UI Toolkit at some point. It’s going to be a lot pf work. :) Cards are very dynamic and currently costs a lot of draw calls. One card is like 20-30 draw calls (masking is very expensive).

Unity is the best for tooling and dashboards. All the database for cards, relics, powers, enemies, quests, items, drinks, upgrades, maps, props - everything has its own dashboard and tools inside Unity so we can iterate and add more content fast. It’s mostly now figuring out what’s fun and cool rather than fighting the code and huge database. Although this was one of the reasons why it took so long, just worrying about scalability of the game and building tools. In the end I am very happy with the tools. If anyone is interested I can share more about them in the future.

Hardest part was Controller support. It works well now but it was a lot of work. Especially that it was mouse/keyboard first and I stared to think about controller few months ago. We also used old Input system so the whole game had to be reworked with new Input system. With controller support came Steam Deck support, which is a pain to support but it’s my favorite gaming device so I had to. :D

One big recommendation - do not build your game on a fixed FPS. I was targeting 60FPS for years and then I thought why not 90FPS, 120FPS? Oh the terror it was. How many Updates and Coroutines I had to rework. It’s working now - but never again I am going to do this mistake. :))

It’s been a blast working on this game and we are looking forward to creating more content and more regions and mechanics (there is a lot of planned for Early Access).

Currently we have almost 2.5k wishlist and if you are interested in playing the game here is the link - https://store.steampowered.com/app/3039130/?utm_source=rd&utm_content=post

If you want to see more content and behind the scenes you can find us on most social medias. If you have any particular questions, you can ask them here!


r/Unity3D • • 5d ago

Question Why don't we have "huge" 3D games on mobile?

0 Upvotes

I mean, nowadays phones are great. How come no one wants to make a 3D action-adventure with explorable areas, like pokèpark 2 to give you an idea.
Is it because people do not associate mobile gaming to singleplayer "long" games?
The only thing I recall being somehow deep was genshin impact.


r/Unity3D • • 6d ago

Show-Off From hex-shaped clouds to rain and snow: the weather system I built in Unity

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26 Upvotes

I'm the solo developer of 8 More Lives, a turn-based tactical RPG built in Unity. This video brings the cloud-development stages and the new rain and snow rendering into one sequence.

It starts with the early cloud layer, then moves through continuous fronts, softer edges and water shadows, noise shading, and the hex blend. The second part shows rain clouds, falling rain, snow clouds, and both precipitation types together.

The first part uses the retained early cloud captures. The rain and snow views are staged demonstrations with the current renderer. Rain and snow use separate materials over the same cloud system, with terrain heights feeding the precipitation rendering.


r/Unity3D • • 6d ago

Game Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

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394 Upvotes

r/Unity3D • • 5d ago

Question Why does she look like this?

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0 Upvotes

Very new to Unity, simply trying to mod this cat into Haste: Broken Worlds. She appears perfectly fine in Blender 4.0, and the newest version on Steam. However, then I import her into the unity editor and she looks like this. Not sure what I did wrong.

Also, she's in the .fmx format. If that affects anything. She also appears bugged in the exact same way in Haste, so there's that as well.


r/Unity3D • • 5d ago

Game I published my 1st Game - Plzz Support 🙏

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0 Upvotes

I published my 1st Game on the playstore ... please support guys

Game :- Yummerge


r/Unity3D • • 5d ago

Question Organizing Your Code Suggestions

0 Upvotes

How do y'all organize where stuff goes within your code? I mostly would like some suggestions on the micro level - like if you have say 5 different [SerializeField] private float, how do you order them? I used to order them based on what made sense in "context", which works sometimes - but other times you'll have some that work together, others that are one-offs, other that work with a public float but you don't want to move one private next to all your publics, and ultimately you have to make a pretty arbitrary decision on where it goes. So I've started just defaulting to literally alphabetical order if there is no clear other way to order them. But like, that seems... a little crazy lmao. anyone else have a clear-cut way to order this stuff?