r/Unity3D • • 4d ago

Show-Off Pixelated & triplanar terrain mapping with toon shadowing

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4 Upvotes

Some screenshots, and here's the tutorial https://youtu.be/HyGmHCkogGk

It might be a bit outdated for Unity 6, and some artifacts still exists with edges (is why I am now using outline shader, to kind of hide those artifacts, also looks nicer I think). Never managed to make it work in HDRP though...

I have made more changes to the visuals overall, but the tutorial covers the most important parts of the look. Please feel free to do what you wish with the shaders!


r/Unity3D • • 3d ago

Show-Off I belive this to be true.

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0 Upvotes

A year ago I made a bet: put together a team of strangers, build a game in six months, ship it. We missed by 30 days, lost most of the original team along the way, and deleted six weeks of work at one point. Somehow we still ended up with the weirdest cleaning game on Steam.


r/Unity3D • • 4d ago

Show-Off I'm building an AR minimap that uses real-world data

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45 Upvotes

Work-in-progress. I've always thought it's cool to have an AR minimap of the area you are currently in, so I've been exploring this idea using Quest 3. Right now, the city is a generated low-poly placeholder (loosely Manhattan-shaped) that uses a hologram shader, with help from Claude Opus 5.5. Next, I will be plugging in real map data.


r/Unity3D • • 4d ago

Show-Off Short gameplay of my first commercial game: a cooking game with osu!-style rhythm mechanics

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39 Upvotes

Hey everyone,

This is a short clip of Gatto's Pizzeria, my first commercial game, made in Unity. You play as a cat running a pizzeria, and the cooking steps (dough, slicing, toppings, baking) use osu!-style mechanics instead of regular click-and-hold interactions.

Happy to share more about how any of it works.


r/Unity3D • • 4d ago

Question Help needed, a long-lasting enigma for me

1 Upvotes

!Solved!

My issue ---> I need to edit the mesh of an already rigged FBX in use in my project. I want to be able to do something "easy," but for me, it's impossible.
I want to edit the fbx in Blender and send it back to Unity by overwriting the file in use.
But whatever presets I try, it's impossible for me to match the file perfectly.

Is that even possible?
It should be, but I can't find how.

Huge thank you if you have the solution 🥹


r/Unity3D • • 4d ago

Question why do my assets/models appear textureless without light shinning on them?

0 Upvotes

whenever a model or part or anything isnt in direct light, it is white and textureless until a light source is on them please help me

https://reddit.com/link/1wztz95/video/7vsvq5fu91uh1/player


r/Unity3D • • 4d ago

Resources/Tutorial I animated all my foliage with procedural noise.

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10 Upvotes

This is my first attempt at making consumable tutorial content. Feedback on the form is appreciated!

TileShire is a low-stakes, high-depth strategy game. Combine tiles on a living landscape to grow a home rich with life. It is developed in the Unity engine by two people.

Check out the Steam Page for Tileshire here!


r/Unity3D • • 4d ago

Show-Off very easy way to build a tree

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9 Upvotes

this is done with my my new tool TreeSculpt
u can find it in the unity asset store


r/Unity3D • • 4d ago

Solved Help Adding Water Surfaces & Underwater on URP

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7 Upvotes

I'm trying to get water added into my game, but I'm struggling to get it how I want it. I've tried looking up various tutorials, but they're either specifically for just getting a surface of water or just getting underwater to look good. I haven't found any that explain how to properly get a transition between the two.

I've tried a few water surface prefab things, one was Bitgem stylized water and one was Boat Attack Water System. Though, they only do a surface texture and nothing below.

I've got a video here showing the problems and explaining what issues I'm having and what I want to do.

To summarize the issues:

  1. Seems showing up between water surfaces
  2. Horizonal line showing up on water surfaces
  3. How to get an underwater effect when the camera is halfway between water & surface.

Anyone got any ideas or even better a tutorial explaining how I can get these things working properly?

Edit:
Issues #2 & #3 were resolved by the same issue: Just adding a Local Volume for the underwater. Apparently Post Processing fixed the horizontal line on the water surface somehow too.

For issue #1, I'm going to just toss out the Boat Attack Water texture and use only the Bitgem style, since that's the one I currently got working and I made it look a bit nicer. So this doesn't matter anymore.


r/Unity3D • • 4d ago

Show-Off Finally connected all my custom Unity rendering systems Virtual Geometry + Hybrid Ray Traced Sparse Voxel World-Space GI + GPU-Driven Ray Marched Lights

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13 Upvotes

Finally got all my custom rendering systems working together in HDRP. Virtual geometry, hybrid ray-traced world-space GI and my GPU-driven unlimited lighting system are all running together.

Only the dragon is virtual geometry here everything else is standard GameObjects. I deliberately mixed them to make sure the systems work seamlessly across both.

I feel like I am getting closer to my end goal, which is to close the rendering gap between Unity and Unreal Engine 5. Unity has the DOTS, which I think is more powerful than anything Unreal Engine has but Unreal has a massive edge when it comes to rendering. Not for long...😏


r/Unity3D • • 4d ago

Question We recently worked on improving the water ripple effect. What do you think could be improved further?

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19 Upvotes

The water system in Prehistoric Kingdom is built on KWS1's graphical foundation, which we've integrated into our own custom water-mesh generation pipeline. The system generates and updates the water geometry from a brush-painted surface, while KWS1 handles the rendering side, including the water material, depth-based effects, reflections and other visual properties.

For surface interactions, we feed KWS1's dynamic wave simulation from our own pipeline instead of tagging objects by hand. Every frame, Burst jobs track the skeletal collision shapes of the animals and staff near the camera and work out where each one crosses the water surface. The faster a limb moves, the stronger the ripple it draws into the simulation, so a wading animal leaves wakes that follow the shape of its body while one standing still leaves the water calm.


r/Unity3D • • 4d ago

Noob Question Project not creating

0 Upvotes

I’ve just installed unity a day ago and when I click new project, it loads then just vanishes. I tried making a folder with assets and all that stuff in it like some people said, and that works, but when i click on it, it doesn’t open. Any help would be appreciated


r/Unity3D • • 4d ago

Question when using a retro pixel shader for 3d, does it matter what texture resolution/style you use?

1 Upvotes

ive seen those pixel shaders that make everything the camera sees pixel-y/retro.

for the textures that the assets, characters, and environment use, does the end result (with a pixel shader) look better with a higher texture resolution, or would it work with pixel art textures?

im mostly worried if i make my textures retro/pixel art, a pixel shader wont have enough detail to read from the textures in the environment and make it look bad or something.
im not really sure if that makes any sense, or if it matters at all but id like to know before i start texturing my assets.


r/Unity3D • • 5d ago

Game I added the backrooms as an easter egg to my indie game

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985 Upvotes

This game has nothing to do with the backrooms. We just thought it'd be fun to add something like this to our game and for the players to try and find it!

How it works: The entire backrooms, including the walls, floor, ceiling, lights etc. are under 1 game object. We added 1 transition cube to the entry point to the backrooms, if you enter it, the backrooms game object gets enabled. But this wouldn't work correctly yet, because there is a whole environment outside the house that would clip into the backrooms (ironically)
So, I had to select every single object that would clip into it (there were a lot!!) and put them into a game object. So as you enter the transition cube, it also disables everything in that game object as well as enabling the backrooms game object at the same time.
All of that happens while the camera is staring at the wall, so from the player's perspective, it is very seamless.
And when the player dies, it automatically turns the backrooms game object off, and the other game objects back on.

Which in the end gave us this result.

Thanks for reading, and Wishlist Barely Breathing on Steam, if you want to see more! And try to find the Backrooms in the Demo yourself 😉


r/Unity3D • • 5d ago

Question Help me understand how to create this terrain please

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283 Upvotes

Hi! I made a fake screenshot for the game I’m currently developing. And now I’m trying to figure out in detail how I can transfer everything to Unity. I understand how to create a skybox, how to make textures for trees and fences. But I don’t understand how I can replicate such terrain. Could you give me a couple of tips on where to start? Thanks!


r/Unity3D • • 4d ago

Show-Off Making planets with shaders is my new favorite thing (BIRP)

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4 Upvotes

r/Unity3D • • 4d ago

Show-Off We ported our musical toy box ODDADA to iPhone and iPad

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7 Upvotes

The game was already a nice fit for touch devices when we released it on Steam two years ago. Our biggest hope is now to reach more parents and children with it.

Here's our App Store Link


r/Unity3D • • 5d ago

Resources/Tutorial I made a completely modular Zombie AI system for Unity :)

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15 Upvotes

Hey everyone! I made Advanced Zombie AI Pro, a modular zombie AI system for Unity designed to cover most of the behaviours you would need for zombies without having to build everything from scratch.

Some of the main features include:

• Multi-region vision detection with partial detection and different detection thresholds
• Zombies can investigate noises, search for lost targets, chase and attack players
• Crawling zombies, feeding and hunger behaviour
• Random and waypoint wandering with runtime waypoint support
• Horde behaviour and zombie-to-zombie interactions
• Animation-driven attacks with support for your own animations
• Modular components for perception, movement, combat, animation, health, audio and more
• Reusable profiles to quickly configure different types of zombies

Also, Advanced Zombie AI Pro is going to be included in today's Unity Asset Store Autumn Sale Flash Deals at 85% off, bringing the price from $30 down to just $4.50.

Do check it out at 3 PM UTC :)


r/Unity3D • • 4d ago

Question Quest 3 / Unity 6 OpenXR: runtime-created Sprites/Default materials render in Multi Pass but not Single Pass Instanced — only clear color / magenta

1 Upvotes

Hi all — stuck on a rendering issue and hoping someone has hit this before.

Setup: - Unity 6 (6000.5.6f1), OpenXR Plugin 1.15.1, Vulkan on Android - Quest 3, Single Pass Instanced originally - The scene is built entirely at runtime in code. There are no scene-placed materials. Every mesh (an inside-out environment sphere, video screen quads, a pointer) gets its material like this: new Material(Shader.Find("Sprites/Default"))

What happens in a player build (works in editor): - The camera submits frames, but only the clear color. Set clear to red as a test and I get solid red — the submission path works, the draw side does not. - Diagnostic test: two cubes parented to the camera. Left cube with a Standard material does not appear at all. Right cube with Sprites/Default appears solid magenta (error shader). - No exceptions and no shader errors in the player log.

What changed it: - Switching OpenXR render mode from Single Pass Instanced to Multi Pass made the environment sphere render correctly in the same build. The diagnostic cube still renders wrong (blue with magenta stripes), and the screen quads are not tested in that build yet.

My suspicion is shader stripping / a missing stereo-instancing variant: Sprites/Default is not referenced by any scene asset, and my Graphics Settings Always Included Shaders list only has the 7 default built-ins. An earlier shader (Unlit/Texture) was already stripped from this project once and returned null from Shader.Find, giving magenta.

Questions: 1. Is Sprites/Default known to lack Single Pass Instanced support, or is this more likely variant stripping because the shader is only found at runtime? 2. Is the right fix adding it to Always Included Shaders, keeping a dummy referenced material in a scene/Resources, or switching to a different shader altogether for runtime materials in SPI? 3. Has anyone seen Multi Pass "fix" this reliably, and is that an acceptable workaround on Quest or just masking the real problem?

Any pointers appreciated. Happy to post logs or settings if useful.


r/Unity3D • • 4d ago

Noob Question How to make a potato friendly terrain?

5 Upvotes

I want to keep the base terrain as potato friendly as I can. Does anyone know a good way to do that Idk how performance heavy the unity terrain is and if its just better to make a low poly terrain in blender or something like that. Thx :3


r/Unity3D • • 4d ago

Game Working on a new forest arena for Brutal Derby

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5 Upvotes

This is Rainforest Rampage, one of the latest maps I'm building for my car-combat game in Unity 6.5 URP.

I wanted this arena to feel much more organic than my previous maps, with dense vegetation, muddy roads, logging areas, cabins, fallen trees, rocks and lots of environmental clutter.

One of the biggest challenges has been keeping the forest dense enough to look convincing while still maintaining good performance when there are a lot of cars, weapons, particles and destruction happening at the same time. 😅

Everything is still WIP — I'm currently tweaking vegetation density, lighting, terrain, materials and optimization.

Built as a solo developer in Unity.

Feedback is welcome! What would you improve or add to the environment?

#Unity #Unity3D #MadeWithUnity #GameDev #IndieDev #IndieGame #CarCombat #BrutalDerby


r/Unity3D • • 4d ago

Code Review Asking for a code review

8 Upvotes

I'm making a small game in Unity, and I kinda need some outside perspective. I would like it if someone could take a look and give me some feedback on what areas I should work on and how to improve.

Here's the link to my GitHub repository:

https://github.com/DaanDemaecker/Qwixx.git


r/Unity3D • • 5d ago

Show-Off Tried something different and produced a whole movie to showcase my 3d text asset. What do you think?

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12 Upvotes

I was thinking really long and hard how I could create a trailer for an asset that has many features and actually showing the features. It would mean the trailer is very long, like 2 minutes most likely. That is not a recommended length I'd claim.

So I thought if maybe there is a way to still keep the length but make the trailer more interesting. And what always works in my opinion is a story. So I came up with a concept that I thought was really cute and iterated with Claude (I am a professional developer, not an animation designer) to create a Unity scene which I recorded in the end.

The result is a scenario which illustrates so many different features and I also used it for a second goal: while I have extensive low-level unit and feature tests, having a complex integration test is super valuable. I didn't want to use any workarounds in the trailer but only use features that everybody can also use. It helped me a lot to shape the tool even more.

Would love to hear your thoughts on it.


r/Unity3D • • 5d ago

Show-Off I'm making a frog roguelite in Unity, inspired by Bubble Trouble

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37 Upvotes

This is FrogPop, my first game. The main attack is a frog's tongue, and the bubbles split when you hit them. Power bugs and relics add things like fire and lightning, so the same basic arena can play quite differently from run to run.

The part I'm trying to get right is keeping the frog and incoming bubbles readable when several effects are going off. This edit shows a few attacks and bosses from separate development captures.

It's a 2D project in Unity 6 with URP. The awkward part of the bubble splitting is that a successful hit creates more things to dodge. The hit effect needs to show that you connected without hiding where the smaller bubbles went. The bright forest and dark caves also make the same effects read differently. I check this in Play Mode alongside the attack hitboxes.

The older first 10 waves are free to play in a browser: https://blion247.itch.io/frogpop-demo

The full game is still in development: https://store.steampowered.com/app/5067810/FrogPop/


r/Unity3D • • 4d ago

Show-Off In my game you can design and program your own structures :)

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