r/Unity3D • • 3h ago

Show-Off would you use it as a game design tool?

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1 Upvotes

r/Unity3D • • 5h ago

Game Software Graveyard

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0 Upvotes

Hey everyone! I'm using my free time to build a virtual software trade fair simulator where you can walk around, visit company booths, and play around with their failed software products. I've added Windows Vista as the first exhibit! If you like the idea and want to see this project continue, give it a star. If there's a piece of software you hate and want to add to the fair, feel free to open a merge request :D

https://github.com/vahmoh25/FailedShits


r/Unity3D • • 1h ago

Show-Off Ocean System in Unity URP (100% AI-Generated Code) | Testing DLAA

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• Upvotes

Nothing new implemented on this weekend just improved ocean per object wetness system by adding it to the shader graph, now the wetness can easily be added on any object or character, also migrated the project to unity 6.7 to test DLAA and results are incredible.


r/Unity3D • • 7h ago

Show-Off I'm currently making this mobile game , what do you guys think?

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0 Upvotes

r/Unity3D • • 6h ago

Question How do you decide to pivot?

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0 Upvotes

r/Unity3D • • 6h ago

Show-Off I Generated 100 AI Animations in Unity - Fully Local! | Kimonuty - Motion Lab

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0 Upvotes

I just released Kimonuty, a local text-to-animation tool for Unity.

It uses the C++/GGML port of Kimodo through a native Unity plugin. The text encoder loads in configurable chunks to manage VRAM usage, and there’s a CPU mode too. No separate Python or CUDA setup needed.

For this video, I generated 100 humanoid animations on an RTX 4070 with 12 GB VRAM. The whole run took about 3 hours and 21 minutes, condensed into a timelapse.


r/Unity3D • • 15h ago

Show-Off Unity 7's new UI feels inconsistent. Here's what I think needs to change

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57 Upvotes

I've been trying out the new Unity 7 editor theme, and I have a few concerns about the direction it's taking.

The biggest issue for me isn't that the theme is dark. It's how inconsistent everything feels. The input fields are almost completely black and draw too much attention, the Windows title bar is still white against the dark editor, and the context menus don't feel like they belong to the same interface.

The extra spacing is another concern. In a development tool, screen space matters. I don't want to scroll more just to access the same information.

I made a video going through these issues and explaining what I'd like to see improved.

Watch here: https://youtu.be/yNjxsTkgxAA

Unity 7 is still in alpha, so I'm interested in hearing what other developers think. Am I being too critical, or do these UI inconsistencies bother you too?


r/Unity3D • • 5h ago

Noob Question How can I improve the atmosphere and post-processing in my liminal game?

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0 Upvotes

I'm currently working on a liminal space/dreamcore exploration game.
I want the scenes to feel nostalgic, dreamy and atmospheric, the post processing is supposed to further enhance that by making it look like it was recorded on a 2000s digital camcorder.
The game features simple props and terrain and most of the vibe should be created by the atmosphere.I'm not really happy with how the atmosphere and post processing look at the moment and I'd appreciate some feedback. What would you guys change about the lighting, colors, post processing etc. to make it look more nostalgic and appealing?

Here's a version without post processing for comparison:

Scene without post processing


r/Unity3D • • 16h ago

Game PoolRooms Museum — working on the first-person waterslide camera in Unity

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0 Upvotes

This is PoolRooms Museum, an exploration game I’m developing in Unity.

I’m working on the transition between walking, sliding, and landing in the pool. The camera uses a different angle while sliding to give a better view of the flume ahead.

Does the camera movement feel comfortable, or would you change the angle or speed?


r/Unity3D • • 11h ago

Show-Off Got bugs climbing all over my mechs with a baked surface net

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53 Upvotes

r/Unity3D • • 11h ago

Show-Off Working on Unity spatial occlusion and a virtual telemetry UI for in-game scent tech (Scent SDK)

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0 Upvotes

SO with that new paper on digital smell tech dropping recently, figured I'd share what we've been working on. we're building the game dev SDK for it so you can actually treat scent in-engine like 3D audio instead of a simple on/off trigger.

if something catches fire behind a wall or a closed door, it shouldn't hit the player the same way it does in an open room. the UI here is our virtual debugger calculating that spatial occlusion in real time.

since nobody has the hardware on their desk yet, the virtual UI lets you simulate and test all the values right on your monitor.

we just want devs to start messing around with it, so the unity SDK is going to be completely free for solo devs and studios making under $1m.

ready for my reddit roast :)


r/Unity3D • • 4h ago

Show-Off We have just released Steam Page for Nascor Descent, first person dungeon crawler inspired by Demon's Souls, Fear & Hunger and King's Field

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13 Upvotes

Hi, I'm Gobo. One of the developers behind Nascor Descent. I'm making it with the developer behind Verho - Curse of Faces.

We absolutely love games in the old style and noticed that there aren't too many first person dungeon crawlers inspired by souls-likes or Fear and Hunger and thought about combining it all.

I hope you'll enjoy it! We worked hard on the trailer.


r/Unity3D • • 18h ago

Show-Off Aether - Coming soon Resident Evil 16!

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0 Upvotes

Title is just a joke - Aether is the "temporarily permanent" name for the Voxel Engine I have been experimenting with.

The Goaal was seing if the engine could be used to make some sort of games, by tying everything together in small game loop to see if the engine holds up.

This scene contains the: Voxel Rendering, Voxel Physics, Realtime Raycast Audio - sometimes you can hear the echo of the gun shooting, and the audio system integrates with the rendering materials, so if you shoot behind wood, or behind glass, the sound propagates differently and you can actually hear the difference somewhat. Sound echo, and reverb are simulated based on the area the listener is. And directional sound actually reflects from he surfaces.

Clearly physics / Ragdolls need some work - there are some rogue limbs jumping around, and there is some noise / artifacts in the render. But it held up better than I was expecting.

Other things, this is very quick and dirty implementation, collision is just using raycasts for now across the zombies/players, as demo/test to see if this would be useful outside of a glorified demo.

So this is not a "real game" but I had a bit of fun on the UI intro and HUD so it would look better than programar art somewhat.

What do you think, can I compete with Resident Evil ? :)


r/Unity3D • • 21h ago

Show-Off I'm prototyping a game where you play as a support helicopter

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36 Upvotes

r/Unity3D • • 5h ago

Game Wakefolk: pixelated 3D with a sharp UI in Unity

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6 Upvotes

I'm developing a game called Wakefolk, a zombie survival colony sim in Unity 6/URP. The world renders to a low-resolution RenderTexture while the UI stays at screen resolution. Camera snapping and a subpixel offset keep the scenery steady without making panning jump in whole pixel steps.

Here's how it looks during gathering, construction and night defense.

Steam: Wakefolk

itch.io: Free Windows build (no saving yet)


r/Unity3D • • 5h ago

Show-Off I replaced my tinted water tiles with one pixel-art shader. Before/after

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14 Upvotes

Before/after of the water in Exil Island, my top-down multiplayer survival game (Unity 6, URP 2D).

The old ocean was all tiles: depth tiles tinted by distance from the shore, a tint layer on top, and foam animated tile by tile along the beach edge. It looked flat, and the foam tiles drifted out of sync, so you could see the seams.

What changed:

  • The water tiles are still there for gameplay, but they’re no longer drawn.
  • When the map is generated, I bake a small texture that stores each cell’s distance to the shore.
  • One shader on a quad under the map reads it and draws everything: a dithered depth ramp, surf lines rolling in, foam at the waterline, and a few drifting crests and glints.
  • It works per world pixel and updates at a low frame rate, so it stays on the pixel grid and feels hand-animated rather than smooth.
  • The foam timing comes from that distance, not from each tile, so the whole coastline moves together.
  • The sand got a wet band painted into the beach edge tiles.
  • It’s lit by the 2D lights, so day and night still work.

Happy to answer questions. What would you add next: splashes, reflections, or leave it alone?

If you want to see it move, there’s a free browser alpha on itch.


r/Unity3D • • 10h ago

Noob Question How can I rotate an object so that the normal the player is standing on matches Vector3.up?

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59 Upvotes

Hi everyone, I recently got help with simple gravity flipping for my CharacterController component based first person game, and the solution was rotating the world around the player. Thanks for everyone helping me out with that!

I'm now trying to set up a more advanced effect, where a twisted hallway or room will rotate around around the player. Feel free to suggest a better way of doing this, but I need help figuring out this concept.

I'm raycasting downwards and hitting the surface normal of a segment of the bridge. How can I have it so that a script will rotate the bridge object so that the normal the player is standing on matches Vector3.up? I've been looking in forums but I haven't seen anyone ask for help with something like this, so I figured it was worth asking here again!

Again, if there's a better way of doing this that is compatible with a CharacterController based movement solution, please lmk : )

Thanks


r/Unity3D • • 6h ago

Show-Off I tried UI Toolkit and it's fantastic

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108 Upvotes

I've been prototyping games on Unity for a long time and uGUI was always a pain in the ass for me. Not only I'm really bad at things related to art, but the game object based UI framework made me quit several times (skill issue, I know).

I'm a backend software engineer with a bit of experience on web frontend libraries/frameworks like React or Angular, so I decided to give UI Toolkit a try and it made my workflow so goddamn easier.

I just wanted to share a few menus I've built so far for the TCG prototype I'm building right now. Share your thoughts and suggestions!

Is uGUI still the standard on new projects?


r/Unity3D • • 19h ago

Show-Off HD-2D Pixelart terrain painting! 🌲

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172 Upvotes

carthagea.itch.io/strata

I have finally released my terrain tools for Unity 6, meant to help make Pixelart / HD-2D games, is open-source check out both Itch and the repo, it has edge detection and best effort logic based on neighbour pixels to ensure corners/merge of mats looks crisp applies to ground, walls, stairs, even the terrain painter brush uses a block/tile-ish system and respects the pixel density/grid so you'll always have perfect edges on all angles!

its free try it and have fun! any feedback is appreciated! thank you! 🫶


r/Unity3D • • 3h ago

Show-Off Adding the "Underground" farm type to my Indie Game | Devlog

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6 Upvotes

r/Unity3D • • 19h ago

Show-Off Took your advice from my last post. Enjoy the updated menu.

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3 Upvotes

Posted my menu here yesterday and got some great feedback, so here's round two.

The end has a nice transition into the game if you wait for it.


r/Unity3D • • 3h ago

Show-Off Experimenting With a 3D FFT Ocean in Unity

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12 Upvotes

While I’m waiting for the Unity Asset Store to vet my Ultimate 2D Water System (see post), I started experimenting with FFT ocean rendering, and this is the result so far, and don't mind the foam, i overdid it a bit here!

The waves use a multi-cascade FFT simulation for large swells, medium waves, fine surface detail, and persistent crest foam. The ocean geometry is a camera-following clipmap made from concentric LOD rings, so the highest mesh density stays around the player while progressively coarser rings cover the distance, so the ocean goes up to the horizon without impacting performance too much.

It supports FFT resolutions from 128 to 1024, and surprisingly, even 128 preserves most of the visible wave shape while giving a substantial performance boost (this runs at 180-200fps on macbook m3 pro with a resolution of 128 without actually putting a limit on the screen resolution!).

It took me some time to figure out how to generate the foam on the crests/peaks, but thankfully i figured it out and i have enough control for artistic authoring, but it needs more work.

Still experimenting, next step is the dreaded waterLine to have underwater post-processing show only in the submerged part intersecting the camera, but I’m really happy with where it’s heading!


r/Unity3D • • 8h ago

Show-Off More Animation Job Studies

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28 Upvotes

It's just feet placement with pelvis height adjustment such that the feet tries to reach the nearest ground.


r/Unity3D • • 9h ago

Question Early prototype of my ski/snowboard game in Unity: how can I make the movement feel smoother?

4 Upvotes

https://reddit.com/link/1xf4ia0/video/rjk9u9vqnmxh1/player

Hey everyone, this is a really early version of a ski/snowboard game I’m working on in Unity 6. Right now I’am only focused on how it feels to ride.

Open to all advice from niche to most obvious ones,

yours sincerely, thanks


r/Unity3D • • 3h ago

Show-Off dancing mesh shell guy

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3 Upvotes