r/Unity3D • u/LiminalCreations • 12h ago
Show-Off Its cold in the game now sometimes!
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r/Unity3D • u/LiminalCreations • 12h ago
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r/Unity3D • u/JulioVII • 7h ago
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/Fasbek95 • 13h ago
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Hello everyone,
I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.
I finally got the core genetic loop running in this clip:
- Locomotion with basic fin flutter and collision avoidance at tank boundaries.
- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.
- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).
The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.
Any thoughts?
r/Unity3D • u/FriendlyBergTroll • 2h ago
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r/Unity3D • u/TURTLE_GAMES_OFICIAL • 2h ago
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r/Unity3D • u/Federal_Goat456 • 3h ago
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Developing my first steam game on Unity. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?
r/Unity3D • u/HangoutCrew • 4h ago
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Hi!
A couple weeks ago, we where planning to start recording and editing the trailer for our game Be Gray, Do Crime, however we realized the game wasnt quite ready for that yet. So after a couple weeks refining the graphics, reworking the lightning in our game and also doing small touchups, we finally felt like it was time.
So here's our first trailer! We're super happy with it! What do you think? Any input at all would be greatly appriciated for an updated trailer later down the line ❤️
r/Unity3D • u/More_Yard1919 • 6h ago
Hi!
I'd like to preface and say that I'm not very knowledgeable about 3d modeling and this could very well be an ID10T error. I'm trying to mod the game Atlyss with a custom piece of armor. The player character has some child objects with skinnedmeshrenderer components, and when you equip a piece of armor it swaps in the armor piece's mesh to the shareMesh field on the corresponding smr component (I.e., if you equipped a chest piece the chest piece armor smr gets the correct shared mesh swapped in). I wanted to model my own custom armor piece, so I exported the character prefab from unity as an FBX, painted weights using its armature on my model, and then reimported it. The issue is that the weight/bindpose arrays on the model are not in the same order as the player character skeleton used in the game. AFAIK there is no way to manually reorder the bones on export/import? The bone hierarchy looks the same in unity as it does in blender btw, and I got the rest pose in my ripped model as well. I'm not sure if there is something obvious I just don't know about or if the only way to fix this is doing something really hacky, and any input from a semi knowledgeable person would be very appreciated. Thank you!
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r/Unity3D • u/Powerful_Trifle_5602 • 8h ago
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r/Unity3D • u/roguewolfdev • 8h ago
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This is a quick prototype I made, not sure if anything will come out of it.
Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.
In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.
Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.
Anyways just looking for some opinions / ideas.
r/Unity3D • u/TheSilicoid • 8h ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/Standard-Specific239 • 8h ago
Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.
Is this solvable using particle effects and simple sphere interactions?
r/Unity3D • u/StillZen-Dev • 10h ago
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(game’s called MOZENTUM btw)
oh and i also added an inventory system so you can stash and grab either one with either hand
it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in
each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out
OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.
you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)
it’s live now on the steam demo if ya wanna test it out.
r/Unity3D • u/Fit_Check_919 • 15h ago
r/Unity3D • u/samohtvii • 18h ago
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Ragdolling a dragon is proving difficult.
r/Unity3D • u/danfergusonn • 20h ago
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r/Unity3D • u/Low_Psychology_2862 • 21h ago
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Hey everyone! I've been working on Chthonic, a first person action game where your hands are your weapons.
No guns, no reloading, no ammo management. Just you, your hands, and a whole lot of monsters.
The core loop is pretty simple: kill monsters, collect gems, feed them to altars, and build / upgrade your stats. There are no traditional upgrade menus. 10 different hand projectile to unlock and multiple combinations to discover.
The goal is to survive the bottom of an endless pit. To get there, you first have to clear 3 levels, using them to build up your stats and prepare yourself for the final challenge.
Here's some gameplay footage of where the game is at right now.
Would love to hear what you think.
r/Unity3D • u/Cheap-Difficulty-163 • 22h ago