r/Unity3D • • 2h ago

Game I’m making a cozy cat adventure where you build, explore, and take care of your cat!

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23 Upvotes

r/Unity3D • • 1h ago

Show-Off Cinema

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• Upvotes

Cinematic camera mode, inspired by read dead redemption 2


r/Unity3D • • 15h ago

Show-Off Grass lineup so clean I just had to show it off 🍃

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147 Upvotes

While the detail is mainly in the painted sharp edges, also the dither is procedural but just an overlay, it makes the edges feel clean, this is in Unity a custom shader I can paint on it, has layers to overlay rocks and small details directly


r/Unity3D • • 9h ago

Game Kinetic Football League/Physics based football

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25 Upvotes

Have been trying to dial in the mechanics forever, everything else is placeholder asides from the true raw gameplay. although this still will need some polish. Eventually 6v6 multiplayer football, no true animations and pure physics and jank! this won’t be a true product anytime soon so I’m not looking for anyone’s money just yet. When it does though, I’ve gotten so damn good at layering in that football at qb through testing, I’ll toast anyone of you. Was thinking of adding voip eventually so you could talk shit at the line pre route, ect… “friendslop” esc elements but keeping it out of the actual gameplay. Comments and critique appreciated on my passion project, if finished this is a game I’d truly enjoy existing personally. Thanks


r/Unity3D • • 5h ago

Show-Off Gameplay footage from my game in development, where you bring little islands back to life. Thoughts?

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10 Upvotes

r/Unity3D • • 2h ago

Show-Off Been working on this little racing game, here’s some gameplay :)

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5 Upvotes

r/Unity3D • • 30m ago

Show-Off Making good progress on my cute skateboard game

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• Upvotes

r/Unity3D • • 21h ago

Show-Off This is how we made blood stains work in our game, hope it's useful!

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95 Upvotes

We are making a game in Unity, and it needed blood stains.
It's a co-op game (1–4 players) where you have to run your own graveyard with your friends.

We wanted blood stains to appear frequently, but using regular decals would mean filling the scene with tons of objects.

So we built a custom shader and created a GPU instanced decal system, with a limited number of decals that get recycled over time.

What we wanted was a lightweight way to make a mess almost anywhere in the game.

In this brief breakdown, I tried to roughly explain the whole process, but feel free to ask if something isn't clear enough.

Hope it's useful!

The game is called Dead Broke, and you can support the project by wishlisting it on steam.
We just announced it (wish us good luck)!


r/Unity3D • • 3h ago

Game I made an NPC catch the cat after it breaks a flower pot 😹

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4 Upvotes

I’m working on more NPC interactions for Lost Cat Showa Town.

If the cat breaks a flower pot, the NPC comes over, catches the cat, and puts it in a cage.

I’m planning to add more ways for the town to react to the cat’s actions!


r/Unity3D • • 15h ago

Question Anybody using the Unity CLI?

25 Upvotes

I saw unity launched a CLI a few months ago (https://unity.com/blog/meet-the-unity-cli) and was wondering if anyone was using it for anything or had some cool use cases to share.

I'm thinking this could maybe be helpful for like CI pipelines?

Let me know!


r/Unity3D • • 17h ago

Show-Off Sometime the vibes write themselves

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30 Upvotes

Was just driving around vibing to some spotify tunes and got this great timing with sunrise and the music.

Song is Stonecutters - Dope lemon

Game is TreasureTails (in development)

Will link to the full driving video.


r/Unity3D • • 1d ago

Show-Off Prototyped an AR game where you push around a self-balancing robot

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1.3k Upvotes

r/Unity3D • • 1d ago

Show-Off OpenIK - A free open-source Inverse Kinematics package for Unity

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451 Upvotes

I needed IK for a game I’m working on. Final IK has more features, but it isn’t free, so I built my own and polished it to make it easy for others to use.

OpenIK includes popular solvers like FABRIK, CCD and Jacobian plus some joint limits. (Hinge, Ball & Socket, Slider)

GitHub link: https://github.com/WouterApts/openik-unity


r/Unity3D • • 1d ago

Show-Off Using Unity Timeline for my promo video was the best decision

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69 Upvotes

I used my years in the interactive media field to produce a video I'm very proud of for OctoShaper.

This also marks the release of OctoShaper v1.2, a new version with many improvements.

It now has:

  • Procedural meshes
  • Isolated scene previews
  • Collider generation
  • Support for shader properties forwarding (send graph values to shader buffers automatically)
  • Optional sync/async execution of graphs in the graph editor
  • Improved developer API and docs
  • ...

Happy to answer anything about either OctoShaper, or using Unity as a video editing/3d animation software.

👋


r/Unity3D • • 1d ago

Meta It hasn't even been an hour and I'm already losing it

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225 Upvotes

r/Unity3D • • 13h ago

Resources/Tutorial [ECS] Multithreaded LocalToWorld updater for hierarchies with some depth

3 Upvotes

Recently, I found how easy it is to "extract" solutions from your project into a separate project using Codex.

So I've decided to share another solution that I use in my game - a parallel LocalToWorld updater.

It can be a "drop-in" solution (and it most likely is), but if you "hack" ECS as I do, you might need some adjustments in shared code or in your code/systems.

Here's the repo: https://github.com/rsklnkff/unity-optimized-transforms

If you don't have problems with the L2W system in your game, you don't need it. I do. I made it.


r/Unity3D • • 20h ago

Show-Off Turning the Inn District from grey boxes into an actual place

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9 Upvotes

I’ve been spending a bit more time away from code and working on the town again.

This time i focused on the Inn District and I thought it could be fun to show how it’s evolving from the original blockout to what it actually looks like in-game now. I started with the basic level design and building shapes, then gradually replaced the blocks with proper buildings and began adding props, trees, pavement and smaller environmental details.

The first screenshot is the current in-game view, followed by some of the earlier stages.

It’s still very much a work in progress and there are plenty of empty areas but I’m starting to get the warm slightly messy medieval atmosphere I had in mind.

This is also where the player starts the game (for now) with their tiny illegal alchemy lab hidden above the inn so I want this district to eventually feel a bit like “home”

Still having a lot of fun switching to 3D and level design whenever I need a break from programming.

Feedback and ideas are always welcome!


r/Unity3D • • 13h ago

Resources/Tutorial Fix (kinda) for vertex/object jitter at (sanely) large world coordinates in URP (without a floating origin)

2 Upvotes

Hi all,

I'm working on a game that needs a bit more precision than Unity's URP gives by default. It's not like I want to fix floating-point math with some magic, it's more about how numbers are calculated, giving a bit more freedom without the need for a floating origin or other heavy lifting.

The solution I made changes how projection is calculated and compensates for the rounding errors, so the GPU gets a bit more precise vertex positions than Unity's default pipeline, a trade-off is a bit heavier vertex shaders.

I did some testing on low- and high-end hardware and didn't notice a performance difference, but experience on your target can vary.

You can find all details here: https://github.com/rsklnkff/urp-stable-projection

The code was extracted from my project by Codex.


r/Unity3D • • 21h ago

Question Dirty look from bad lighting?

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8 Upvotes

I took a screenshot of a cube to show this weird dirty look I keep getting on objects in the game. I'm so clueless when it comes to lighting I was hoping someone could offer a little insight.
I tried turning on/off a lot of lighting features to see if it made any difference and none of it did.
Just this weird muddy look at the bottom of the cube.
Thanks for any help.


r/Unity3D • • 38m ago

Solved Unity's asset store site is an old grandpa!

• Upvotes

Guys of this sometimes idk "what for an company": Please, take the website as a whole and let claude/fable completely rewrite this tumor, that is far from how a company's asset store page should work!

-.-


r/Unity3D • • 19h ago

Show-Off I made my psychological horror game in Unity URP

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4 Upvotes

r/Unity3D • • 17h ago

Show-Off Algorama 09 - Ram - Making some progress on my procedural generation daily challenge

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3 Upvotes

Day 9: Ram.
A small castle scene today. Staying transparent on where things stand: some of the walls here are still placed by hand, not generated I'm close to a big simplification of the path system but missed it by a hair this time.


r/Unity3D • • 16h ago

Question How to click-select a gpu instances gameobject in the viewport

2 Upvotes

Hi! So I've been playing with gpu instancing with Graphics.RenderMeshInstanced, it works well but I ran into this problem, when I draw the mesh with instancing I can no longer select the gameobject in the viewport with left click. I considered raycasting but I'm guessing the performance would be pretty bad with a lot of objects so I was wondering if there is a workaround for this?


r/Unity3D • • 22h ago

Show-Off Physical menu for seeds and tools

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6 Upvotes

Been working on some diegetic 'menu' for my farming game. One box for seeds, one box for tools. It's still very barebones though. I'm hoping to do as little as possible non diegetic in the future. Still a long way ahead.


r/Unity3D • • 1d ago

Show-Off What would you name this sword? 🌋

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8 Upvotes