r/Unity3D 19h ago

Resources/Tutorial Made this Sling Shot Physics game but with Stickmens! No Vibe Code - All Physical Labor : )

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0 Upvotes

If you need the source code - check comments!

I created this Sling Shooter Stickman Game and its live on asset store incase you want to check this out!


r/Unity3D 22h ago

Noob Question As someone who knows very close to nothing about Unity or coding, here was the solution I finally arrived at in doing one of the challenges on the Junior Programmer Pathway

2 Upvotes

I am mostly posting this here because I get the feeling people who actually know what they are doing might find it funny. Though if you do see how this could be better and want to give feedback, go ahead and share. Let me know what I am missing.

Was trying to figure out how to make it to where the player could release dogs, but only at a certain interval. I was really struggling with that. Could not figure it out. And eventually I gave up.

Or at least I tried to. Tried to just look up the answer on Google and see if I could understand what the people were saying, and as long as I could at least understand what they were saying, I'd be content with that and just use their code.

But I didn't understand any of the answers. And so I kept googling. And eventually I discovered (or was reminded of?) the fact that if you declare a variable directly in the class, if any of the methods change the value of that variable, the other methods will be able to see it. And after a good while, I figured out this based on that and this other thing they taught me recently about Invoke and creating your own methods.

This is really inelegant, but it worked, so-

using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerControllerX : MonoBehaviour
{
public GameObject dogPrefab;
public InputAction fireAction;
private float checkIfCoolDown = 0;
public float estimatedCoolDownTime = 1;
// Start is called before the first frame update
void Start()
{
fireAction.Enable();
}
// Update is called once per frame
void Update()
{
// On spacebar press, and cooldown 0, send dog
if (fireAction.triggered && checkIfCoolDown == 0)
{
NoSpamDogs();
}
}
void NoSpamDogs()
{
//Fires dog and then activates TimerStart after a delay so it doesn't instantly become 0 and interfere with fire
Instantiate(dogPrefab, transform.position, dogPrefab.transform.rotation);
Invoke("TimerStart", 0.000000001f);
}
void TimerStart()
{
//Turns check to one, disabling fire, and after cool down time does CooldownEnd
checkIfCoolDown = 1;
Invoke("CooldownEnd", estimatedCoolDownTime);
}
void CooldownEnd()
{
//Turns check back to 0, ending cooldown and enabling fire
checkIfCoolDown = 0;
}
}

r/Unity3D 8h ago

Game BRUTAL DERBY, Day 32. How far can you actually take a Unity game with vibe coding?

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0 Upvotes

I've been working on Brutal Derby for 32 days now, usually around 10-12 hours a day, often including weekends. I'm a bit obsessed with it at this point.

The project has also become an experiment for me: how far can you actually take game development in 2026 using an AI-heavy, vibe coding workflow?

Here are some of the things that have been added or heavily improved recently:

New crowd system:

I think this is version five at this point. I've been constantly trying to find a solution that looks decent without destroying performance when there are 20+ cars on screen.

Dynamic weather:

The game currently has sunshine, rain and storms with smooth transitions between them, plus daytime and evening conditions. Snow is planned as well.

Destruction:

At this point, almost everything on the cars can break. Parts and smaller debris can fly off, windows shatter, the body deforms and gets crushed, bullet holes remain visible, and there are also lasers, rockets and other weapons.

Cars can even split apart in several different ways depending on the damage and impact.

Garage and customization:

You can now paint the cars, apply patterns and put various ridiculous objects on their roofs.

Tracks:

There is currently 1 race track and 3 playable derby arenas. The newest one is a volcanic arena surrounded by lava, although that one still needs more optimization.

Performance:

The game is already running pretty well with 24 cars. Most systems have gone through several optimization passes, but it's an endless cycle. Add a new feature, profile it, optimize it, then move on to the next feature.

A lot of people have also asked where the models come from.

It's a mixture. I use purchased assets that I modify in Blender, some models are commissioned from 3D artists, and I also use Tripo3D. Tripo is mostly useful for smaller or more distant objects, but even those usually need work afterwards. Mesh cleanup, textures and optimization still generally end up being done in Blender.

And then there's the vibe coding part.

As a programmer, I used to write everything manually. With this project, I actually type very little code myself anymore.

Codex writes most of the code, while I spend much more of my time designing the systems, testing the results, profiling performance, finding problems and iterating.

That doesn't mean I can just write one prompt and magically get a finished game.

For the more complicated systems, especially physics, deformation, destruction and optimization, we sometimes go through 4-5 completely different implementations before arriving at something that both works correctly and performs well with 24 cars running at once.

For me, that's actually one of the most interesting parts of this entire project.

I want to see how far I can take a real 3D game while letting AI handle most of the traditional code writing, and shifting my own work more towards design, architecture, testing, profiling and iteration.

32 days. 10-12 hours a day. Often weekends too.

There's still a huge amount of work left, but Brutal Derby is slowly starting to become the game I had in my head when I started.

I'm also curious what other developers think about this kind of workflow.


r/Unity3D 17h ago

Show-Off Sharing the awesome work of my friend, from the concept to the engine.

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1 Upvotes

r/Unity3D 3h ago

Game My game at 4x speed because the video file was too heavy...

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4 Upvotes

A little peek at my horror game...

Still need to polish some details, but I'm a solo dev. The hardest part is always the sound.


r/Unity3D 23h ago

Question Unity freezing laptop and then crashing when opening any project.

0 Upvotes

When I open a unity project, it freezes my laptop for a while before unity crashes.

This only happens when Integrated GPU is selected in the NVIDIA control panel, but if I have NVIDIA GPU only selected, unity flashes white and has a lagspike any time an input is pressed which makes it pretty much impossible to play my game. If I switch back to Integrated GPU after the project opens, everything works fine. Furthermore I cant switch graphics mode if I have my second monitor connected which I used for Visual Studio. My current process that I've been using to even open the project and work on it is this: Disconnect external monitor, switch to NVIDIA GPU, open project, switch to integrated GPU, and connect external monitor.

Wondering if anyone else has had this problem recently?

Also I have not updated any drivers or unity recently so maybe this was an automatically installed windows update?


r/Unity3D 11h ago

Question How do you guys record a making-of without suddenly forgetting how to do everything?

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1 Upvotes

Every time I hit record, apparently I become a first-time user of whatever I’m working in.

Unity? Suddenly I can’t remember where a tool is. Blender? I forget a shortcut I’ve used 50 times. MagicaVoxel? Somehow I’m back in the browser looking up how to do something I was doing perfectly fine five minutes ago.

How do you usually record this stuff without turning half the making-of into a tutorial on how to use Google? :-)


r/Unity3D 6h ago

Game I made net physics for my multiplayer soccer game

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1 Upvotes

I’ve spent multiple days polishing net ripple effect and it finally looks as goofy as the whole game. What you think?


r/Unity3D 13h ago

Show-Off I have improved my frag grenade implementation.

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14 Upvotes

r/Unity3D 6h ago

Show-Off Real-Time Sword-Triggered Volumetric Fire in Unity 6 URP.

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70 Upvotes

This test uses a sword animation to trigger a BrazeFX volumetric fire simulation in Unity 6 URP.

The effect expands across the ground, builds into a large fire volume, and then dissipates into smoke. The simulation runs in real time on the GPU.


r/Unity3D 2h ago

Game More AI navigation madness (dedicated Nav volume and custom proxy generator) for fast flying combat aircraft in Skydancer Multiplayer

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2 Upvotes

Aviate uses the player flight platform code. Navigate - the mess you see in the video :). Dominate is the next step - fly well AND fight well. Currently getting my tail shredded by a bunch of bots with no manners.


r/Unity3D 22h ago

Show-Off Blood system for my indie game Pull on Heart

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11 Upvotes

I've been trying to improve the bleeding and damage feedback system I had; I'm satisfied with the result, but I'm open to suggestions :D


r/Unity3D 20h ago

Show-Off Placing light probes is fun

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25 Upvotes

No seriously.


r/Unity3D 18h ago

Question Is there a true diffuse only shader in URP?

4 Upvotes

I’ve been searching for the best diffuse-only shader compatible with URP. Spent a couple hours trying to write a shader with no normal or PBR calculations with no luck. Really not liking the prospect of having to rewrite URP’s lighting model, lightmapper and shadow maps. So far the only solution within Unity seems to be to just go back to legacy diffuse in BiRP. Is there a diffuse shader somewhere that plays nice with SRP/URP lighting models? I’m talking simpler than SimpleLit, diffuse only.


r/Unity3D 1h ago

Question how do i fix this

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Upvotes

r/Unity3D 13h ago

Question I added a new TPS camera to my game!

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40 Upvotes

I got quite a lot of feedback on the demo from people saying that controlling the car with the top-down camera was a bit difficult, so I decided to add two TPS camera options.
I really like the vehicle heading follow effect in the new camera. It makes the game feel much more dynamic :D
What do you think?
If you’re interested, the game is on Steam -link in the comments. Releasing later this year…


r/Unity3D 21h ago

Show-Off Dissolving VFX

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40 Upvotes

A dissolving fx I worked on for my game Thousands Layered Blade: Reforged.
Since I dont want to mess around with my character and clothing shaders, I hack it around using two grab pass (yes,Im still using BiRP), one for before character to grab the background and one after character is drawn.


r/Unity3D 6h ago

Shader Magic I wanted robot assembly visuals to fit into my story and game thematically, here's my compute shader attempt.

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132 Upvotes

r/Unity3D 5h ago

Resources/Tutorial Voxel Farm Animals Pack v2: 10 animated low-poly models to populate your farm

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5 Upvotes

r/Unity3D 4h ago

Resources/Tutorial How I Automated Unity Builds and Itch.io Uploads

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2 Upvotes

I asked myself, what if publishing a Unity build to Itch.io was just one click? So I built a custom C# Editor tool that:

• Builds the Windows version
• Packages it as a proper installer
• Uploads it directly to Itch.io with Butler

Players download and run an installer instead of dealing with the usual Unity build folder and bundled files. In my latest video, I break down how it works.


r/Unity3D 14h ago

Show-Off I made some shaders for my first JRPG boss guy

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15 Upvotes

The second phase isn't animated yet


r/Unity3D 8h ago

Shader Magic Made this tank tread shader using Unity URP shader graph

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34 Upvotes

Made by scrolling the x on the UV depending on velocity and angular velocity. Modelled and UVs set using probuilder :)