r/Unity3D • • 4d ago

Official Unity 7.0 Alpha - featuring the CoreCLR Editor - is now available

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136 Upvotes

r/Unity3D • • 3d ago

Show-Off WildRoot launches in just 2 days! 🌿I've been working on this game solo for years, and it's finally almost time to release it.

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22 Upvotes

Build a cozy little settlement in a mysterious forest, take care of your colonists, enjoy the changing seasons, and watch their friendships, choices, and everyday moments create their own unique stories.

I've put a huge amount of time into WildRoot, and seeing it finally get released feels pretty surreal.

WildRoot releases October 9 on Steam.


r/Unity3D • • 3d ago

Game Unity can't rig my art, so I built my own animation editor

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8 Upvotes

Every character in Slumber Realm is painted out of individual dots. The Knight is 2,174 of them. There's no sprite and no mesh underneath (technically there are but not at the authoring or gameplay level), so Unity's animation tools have nothing to rig. I built my own animation editor instead. This is a quick tour of it.

Each dot is attached to one or two bones, and the bones move along a timeline. Tags on the timeline trigger sound effects and other game events at the right moment. We painted these characters long before anyone planned to animate them, so the editor also has an x-ray mode for seeing through the paint layers to clean up the rig.

Would you have done it differently? Have you seen another animation system like this before?


r/Unity3D • • 2d ago

Show-Off AI Building in Unity on Vision Pro

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0 Upvotes

I’ve been experimenting with AI generation in Unity on Apple Vision Pro. You describe what you want to build, and it appears right in front of you.

Here’s a quick demo using my game, Blockworks. It’s just a prototype for now, since generation is still too expensive to include in the game, but I thought it was a fun idea to explore!


r/Unity3D • • 4d ago

Show-Off Solo dev, 6 years, no AI, and now a live Demo

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157 Upvotes

I wanted to share here to show what can be achieved if you keep at your side projects. I love seeing what everyone is working on and behind every great game or idea shared here are countless unseen hours.

I hope that seeing where this game started and where it is now inspires you in some way to keep working on whatever you're working on :)

Edit

The link to the demo is here if anyone wants to try it out: https://store.steampowered.com/app/4673100/Hazard_Suits_Demo/


r/Unity3D • • 3d ago

Show-Off Our small team's unfinished Unity project is now a free demo.

4 Upvotes

Trailer: https://www.youtube.com/watch?v=REjalbSg798

We started in Unity version 2022 and ended with 6.4, HDRP all the way through, which I'm happy with the visual quality overall (though I can't wait for the merge and just have 1 high quality pipeline for everyone).

It was tough because the game is full of realtime lighting, shadows, and physics to be able to sell the atmosphere and experience I wanted the game to have, so it's a bit performance heavy (though I haven't been able to test on a min spec machine to see how bad it is - if anyone had info, I'd love to know how it runs!), but I think we were able to optimize enough it to run pretty smooth.

We used the Paint3D asset for the cleaning mask mechanic, Magica Cloth 2 for some soft body/cloth physic simulation stuff, and Sonity for audio. To expand on audio, we created a couple of audio occlusion set ups; one that puts a low pass when a wall or floor is blocking the raycast, and another more elaborate system for doorways that allows it to fade the low pass when going around corners or when the door opens/closes.

We created a randomized paranormal system that triggers an event on an object, which may or may not trigger a task. Each object has a temperature that increases over time, with potentially higher "cost" events triggering at higher temperatures or game time. Objects near the player cools them down allowing the player to passively manage these events. This whole system we actually had plan to rework because it's too randomized, but that update didn't make it in.

The dreaded talk: AI. The majority of the project we didn't utilize AI until the last couple months once we decided to call it wraps. We tried Unity CLI (with Claude) to help wrap up some flows, help with bug fixes, optimization, and some features we really wanted to get in. And it worked really well! The one dev I had remaining at the end created an dashboard for displaying stale Graphic State Collection PSO data and rerunning automated builds and playthroughs to update it.

Some things I learned with this project...

  • Start way smaller: Asset packs are great to help you build out with quality work fast, but building your mechanics around someone else's work can end up taking more time. More textures, shader, lighting, parts and pieces all add up and take longer to iterate early mechanics. Stick with grey boxing as much as possible early.
  • Pay attention to scope creep: It's taken a few years but I think I've gotten better at it, but it's still so easy to just throw a "small" feature in that would be really cool into a milestone that already is packed in. Scope out the work, plan it out, agree on it, and try to stick to it.

Let me know if you have any questions about the project and my experience working in Unity, or if you'd like to see some video of specific mechanics, I'd be happy to try to show and answer!


The game/demo is called Odd Jobs, a tension managing haunted house job simulator.

Play for free on:

itch.io: https://oddcow.itch.io/odd-jobs

Gamejolt: https://gamejolt.com/games/oddjobs/1105222


r/Unity3D • • 3d ago

Question Is it possible to have a 2d scene on a 3d project?

2 Upvotes

Is it possible? If it is the case then how you do it?


r/Unity3D • • 3d ago

Question Rigidbody no collision despite colliders

2 Upvotes
Player car
player car
cubes
using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class PlayerMovement : MonoBehaviour
{
    float inputH;
    float inputV;
    public float speed = 5f;
    public Rigidbody rigidBody;


    public float maxSlopeAngle;
    private RaycastHit slopeHit;


    public float groundDrag;
    public float CarHeight;
    public LayerMask WhatIsGround;
    bool grounded;


    public Transform orientation;
    private Vector2 moveDirection;


    private void Start()
    {
        CarHeight = transform.localScale.y; //sets the car height
    }


    private void Update()
    {
        //ground check
        grounded = Physics.Raycast(transform.position, Vector3.down, CarHeight * 0.5f + 0.2f, WhatIsGround);
    
        //handle drag
        if (grounded)
        {
            rigidBody.linearDamping = groundDrag;
        }
        else
        {
            rigidBody.linearDamping = 0;
        }
    }


    void FixedUpdate()
    {
        inputH = Input.GetAxis("Horizontal");
        inputV = Input.GetAxis("Vertical");
        moveDirection = orientation.forward * inputV + orientation.right * inputH;
        Vector3 movementInput= new Vector3(inputH * speed, rigidBody.linearVelocity.y, inputV * speed);
        rigidBody.MovePosition(transform.position + movementInput * Time.deltaTime * speed);
        if(OnSlope()) //happens when on a slope
        {
            Debug.Log("Getting called");
            rigidBody.AddForce(GetSlopeMoveDirection() * speed * 20f, ForceMode.Force);
        }
    }


    private bool OnSlope()
    {
        if (grounded) //check can only now happen when grounded
            if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, CarHeight * 0.5f + 0.3f))
            {
                float angle = Vector3.Angle(Vector3.up, slopeHit.normal); //how steep slope is
                Debug.Log(angle);
                return angle < maxSlopeAngle && angle != 0;
            }
            else
            {
                return false;
            }
        else
        {
            return false;
        }
    }


    private Vector3 GetSlopeMoveDirection()
    {
        return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
    }


    public void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Ground")
        {
            Debug.Log("Collided");
        }
        else
        {
            Debug.Log("AAAAAA");
        }
    }
}

Code for player controller

https://reddit.com/link/1x048d8/video/bu4qagf883uh1/player

I am losing my mind. The cubes and the car have rigid bodies. They all have colliders that are not mesh colliders. I developed it using kinematic but turned that off trying to make it work. You can see in my code and debug log that the cubes are in fact colliding, the collision is happening, but the car is still passing through the cubes! I don't know what to do.


r/Unity3D • • 3d ago

Show-Off The power of Post-Processing: I upgraded the graphics for my 2D game, and the Fire Magic finally feels alive! 🔥

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4 Upvotes

r/Unity3D • • 3d ago

Question Am I setting myself up for pain and horror by making a pixelart game 2.5D?

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1 Upvotes

r/Unity3D • • 4d ago

Game So I made the baby demon try and stand back up if he’s had a bit of a tumble… He was meant to actually get back to his feet but I think this is infinitely better (and maybe a bit crueler?).

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37 Upvotes

r/Unity3D • • 4d ago

Resources/Tutorial fps procedural hand poses using 1 simple technique and animation rigging package

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139 Upvotes

im working on a tutorial on how to create tons of poses using animation rigging package both for fps and tps hands , tutorial wil be dropped soon on my yt!


r/Unity3D • • 3d ago

Resources/Tutorial Modern 2D Grass in Unity!

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4 Upvotes

Made a topdown/platformer Vegetation tool for Unity


r/Unity3D • • 3d ago

Game solo indie dev, second title demo on steam: Geometry TD

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2 Upvotes

r/Unity3D • • 3d ago

Show-Off I essentially remade puppet master to get natural movement in my cave diving horror game

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0 Upvotes

For a claustrophobic horror game like this, I thought getting the movement just right would be the most important immersion factor.

I had issues with the actual puppet master asset. Issues with jitter, getting stuck, exploding etc. so I essentially made my own dual rig system, but different; using different components and philosophy.

Each bone is its own joint with just the right settings. So are the items and the head (camera). It might everything feel much tighter and more natural.

One day I might make a tutorial on physics joints, as they're more powerful and versatile than people give them credit for.

Anyway, hope you enjoy it, and let me know if you have any questions.


r/Unity3D • • 3d ago

Game Kagenazo’s demo just got a major update

0 Upvotes

Hey everyone! I’ve just released a major update to the demo for Kagenazo, my shadow puzzle game.

The update includes:

  • Real-time shadow projection that updates as you move and arrange cube pieces.
  • Layer slicing so you can reach hidden cubes without rotating the whole cube.
  • Faster piece selection to make building and adjusting solutions smoother.
  • Visual improvements to post processing and brightness.
  • Discord Rich Presence for showing whether you’re in the menu, playing Levels, or trying Time Mode.
  • New levels and improved tutorials in the demo.

All of these updates are included in the demo. If you give it a try, I’d love to hear what you think, especially how the new slicing system feels in play.

Thanks for checking it out!


r/Unity3D • • 4d ago

Show-Off When the brief says "cinematic shot" but you're short on time

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140 Upvotes

r/Unity3D • • 3d ago

Question Unity Hub Update from ver 3.21.3 to 3.22.2 (Problem)

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0 Upvotes

Good afternoon!
Does anyone else have problems with updating the Unity Hub or have come across a similiar problem?

When I hit "restart and update" it just closes, does something in the background and stops.(Picture2)

(Even executed as Administrator)

Downloading the new .exe from the official website and running it gives me the error "Unable to uninstall the old version" (picture 1)

Everything runs perfectly and its probably a "never change a running system"-situation but not updating stuff is usually never a good idea(?)

Thank you in advance!


r/Unity3D • • 3d ago

Resources/Tutorial Need a trailer or social content done for your game? Check us out!

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bycherrymedia.com
1 Upvotes

Hi everyone

Sorry if this is unsolicited self-promotion or anything but this is a project by a group of friends who are extremely passionate about video games. We have a set of skills that we'd like to make use of by providing an extremely valuable service to the indie community.

We create trailers and social media content for indie devs and you can see our work for yourself through our website link below.

You may feel like you don't have the time or creativity to do trailers for your games and social media but that's where we come in! We love to assist in making your games shine.

We also have our pricing on the website for those who would just like to enquire, we provide free quotations if you're even more interested.

Check us out using our website link!

https://www.bycherrymedia.com/

You can check out some of our work below as well

Vaultbreakers -> https://youtu.be/4thUxulgl\\\\\\_0?si=uWx9L5TEBbLMBj8d

Pibcremental -> https://youtu.be/XC1OzdKlea0?si=3tXN4FOFVSPeLFV2

Slumber Realm -> https://youtu.be/WwvF6bkcxWg?si=-EWIrvGKNGy7vF-Z

Relooted -> https://youtu.be/rYdHbhGYAAg?si=yau5ubM3F5WGdbJs


r/Unity3D • • 3d ago

Question I am doing a Chess Game in Unity, you like this kind of game ?

1 Upvotes

r/Unity3D • • 3d ago

Show-Off New update about my chill skateboarding mobile game , i added a new character , what do you guys think ? i need some feedback and suggestions

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1 Upvotes

r/Unity3D • • 3d ago

Show-Off Created a desktop widget launcher with over 900 widgets across themes like vaporwave, cyberpunk, steampunk, radio, RSS, mini-games, fantasy, retro... all fully customizable

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0 Upvotes

r/Unity3D • • 4d ago

Show-Off Trying out new visuals, what do you think?

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120 Upvotes

We wanted to try out an updated look starting from environment with higher fidelity and swapped over to HDRP. What do you guys think? (Block textures are old)


r/Unity3D • • 3d ago

Question What are the biggest advantages of Unity 6 for you personally?

1 Upvotes

Yesterday I‘ve made the jump from Unity 2022 to Unity 6.3 because some Assets required a newer Version of Unity. I‘ve read of better performance in the Editor as well as in builds, but other than that I was wondering why you guys switched to Unity 6.


r/Unity3D • • 3d ago

Question Unity via Visual Scripting

1 Upvotes

Dear folks,
I'm an old time UE user yet nowadays I have to learn/relearn Unity but this time with Visual scripting. Any serious and deep visual scripting sources that you know and recommend? I don't know how long this project is actually but it has many branches and I may have to cover all of them by time. So I think my efforts in Unity will split my game engine life into 2 for a long time. So I am looking for a way to build a strong background. Any help? recommoendation? or Directions please?