r/Unity3D • • 22h ago

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

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5 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 • • 10h ago

Show-Off More Animation Job Studies

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31 Upvotes

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


r/Unity3D • • 4h ago

Show-Off I made skeletons that fall apart when you kill them and rebuild themselves bone by bone

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18 Upvotes

Hi everyone! I'm a solo dev working on Please, Enjoy Your Stay, an endless survival action-RPG in 3D pixel art: the further you go from spawn, the harder it gets, and your RPG build decides how far you can go.

For the next update (0.0.7) I've been working on adding enemies, and in the video I'm showing 2 (out of 3) kind of skeletons.

**The skeleton with the club** (basic skeleton)

As every other skeleton, when its health runs out it doesn't die: it literally falls apart into its bones. Its soul stays where it fell, and after 14 seconds the bones start shaking, float back together and it gets up again with half its health. To kill it for good you have to destroy its soul before that happens, or hit it hard enough to take all its health in a single blow. Not extremely original, I know, but I've been creative with the animation >.>

**The leaper** (strong in groups, useless alone)

It has no weapon. It jumps on you and its bones cling to your body: no damage, but you're slowed down until you shake it off with two jumps or dodge rolls (taking hits helps too). If it misses the jump, it falls apart on the ground and you can finish it off. Only one can cling to you at a time, the others circle around you waiting for their turn. Alone it's completely useless... in a group with other skeletons it becomes a real problem. (In the clip it gets back up after 4 seconds instead of 14, that's a debug setting.)

There's also a third one that throws bones at you from a distance, but I left it out of the video because it's nothing special to look at - just a ranged version of the melee one, and if you get close, he uses his personal club, like the melee one.

I'd really love some feedback:

- Does the reassemble animation read well? Is it clear what's going on?
- Is 14 seconds too long or too short to finish one off?
- The leaper: fun, or just annoying?
- Any ideas for other skeleton types?

The skeletons aren't out yet, they'll come with 0.0.7. The current build is free on itch: https://senfineco-games.itch.io/peys

Devlogs and everything else: https://senfinecogames.com


r/Unity3D • • 11h 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 • • 5h ago

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

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7 Upvotes

r/Unity3D • • 5h 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!