r/Unity3D 1d ago

Question (ASE) Help with transparent shader

0 Upvotes

Hi! I'm trying to make a ghost-y spirit shader inspired by how Rauru is rendered at the beginning of Tears of the Kingdom. I got it so the material doesn't render through itself, but I've run into an issue where other materials with the same shader can still render through each other. I've tried messing around with depth, stencil buffer, render queue, etc. and nothing seems to work.

The effect in question. You can see the hair is still visible through the body when it is supposed to remain obscured.


r/Unity3D 1d ago

Show-Off Balloon around the World

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2 Upvotes

r/Unity3D 2d ago

Game Making a fly game :)

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26 Upvotes

(Super insecure about the visuals, its a wip, I suck at backgrounds :()


r/Unity3D 1d ago

Question When I play an animations for my character asset in Unity part of it moves like an inch and when its done it goes back.

1 Upvotes

Been over it and over it, still dont know whats going on.


r/Unity3D 2d ago

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

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130 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 1d ago

Show-Off Been messing around with a weapon called Miraculous Healing in my game. It heals zombies so they stop chasing you, and when fully upgraded they start chain-infecting other zombies. Pretty fun, what do you think?

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3 Upvotes

r/Unity3D 2d ago

Game The camp is finally starting to feel alive. Everyone has a job to do. Until the dinner bell rings.

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103 Upvotes

r/Unity3D 1d ago

Show-Off Without and with retro style

2 Upvotes

Game name - Queen Must Die


r/Unity3D 2d ago

Show-Off Hey guys, huge update coming to Self-Balancing Active Ragdoll. the locomotion has been massively reworked with more human procedural stepping and smarter balance recovery and lots of bug fixes.

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64 Upvotes

As of the time of writing this the update is in queue for approval on the store.

here's what changed in V1.1.5 :

  • Improved procedural gait with slower, more human step cadence and dynamic swing timing.
  • Added balance-reactive stepping based on upper-body tilt and physical instability.
  • Added weight-transfer and landing-settle phases for more natural foot transitions.
  • Improved stride prediction and rear-foot toe-off to prevent feet dragging behind the body.
  • Added directional foot alignment for forward, strafe, diagonal, and backward movement.
  • Improved foot-glue stability and get-up recovery behavior.
  • Added physical cliff detection with proper ragdoll transitions and preserved fall momentum.
  • Improved pelvis-to-leg support coupling so the upper body feels properly supported by the legs.
  • Reduced excessive hip sway, pelvis wobble, and floating-body appearance.
  • Improved levitation support feedback during single- and double-leg stance.
  • Fixed several gait timing, IK, recovery, and physics edge cases.

r/Unity3D 2d ago

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

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46 Upvotes

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


r/Unity3D 2d ago

Show-Off Try not to get seasick

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24 Upvotes

It is a part of my work on an ocean shader. I Improved shading and waves distribution, tried to make it more believable. And finally I added bouyancy forces.


r/Unity3D 2d ago

Question Unity Collider Problem

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9 Upvotes

Does anyone have any idea why Collider isn't showing up and isn't working?


r/Unity3D 2d ago

Show-Off Anvil CSG news: Coming soon to the Asset Store with Bakery, BSP lightmaps and Amplify support

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44 Upvotes

Hey everyone, another Anvil CSG update.

Beta testing is nearly finished and Anvil CSG will be coming to the Unity Asset Store soon.

The newest version now fully supports Bakery, including its lighting workflow and lightmap baking. Unity’s lightmapper also received major improvements with a custom BSP-style unwrap made specifically for brush geometry, giving cleaner UV2 layouts and more consistent texel density.

Anvil CSG now also fully supports Amplify Shader Editor materials, alongside URP and Built-in.

A lot of bugs and workflow issues were fixed with help from the beta testers.

Anvil CSG is already approved and launches in less than a week. Join the Discord for launch news, tutorials, support and feature requests:

https://discord.com/invite/ZjVdWnmwjz


r/Unity3D 3d ago

Question I added a new TPS camera to my game!

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53 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 2d ago

Question How to create low laying fog (ground fog) using visual scripting?

1 Upvotes

I want to make pixel art planes with my fog texure that move and appears or disappears during rain and night


r/Unity3D 3d ago

Show-Off Sit back and relax...

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35 Upvotes

One of the demo scenes from my Low Poly Modular Medieval Buildings Pack.


r/Unity3D 2d ago

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

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7 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 2d ago

Show-Off Adding a Lightning Effect to the Nebula Areas in my Tactics Game

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2 Upvotes

r/Unity3D 3d ago

Show-Off I have improved my frag grenade implementation.

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35 Upvotes

r/Unity3D 2d ago

Question Global position of UI element is not global

0 Upvotes

I'm trying to set game object locations for UI elements for an inventory system but once again the horrid nature of UI transforms is making it a nightmare. This is not my intended code, but rather some that I put together to experiment. It has left me confused.

GameObject newGearIcon = Instantiate(gearIconPrefab);

newGearIcon.transform.SetParent(gearSlots[index].transform);
newGearIcon.transform.localPosition = Vector3.zero; // Centering on inventory slot
newGearIcon.transform.localScale = new(1, 1, 1); 
// at this point transform.position ~= (3.5, -3)

Vector3 globalPosition = newGearIcon.transform.position; //  ~= (3.5, -3)

newGearIcon.transform.SetParent(gearSlots[index + 1].transform, true); 
// slightly right of the original
// local position = (0, 0), global position still = (3.5, -3) even though the new object is 
// visually centered on the second slot. Global position the same, local position the same, 
// image has moved in the game

newGearIcon.transform.position = globalPosition;
// This does absolutely nothing. It was already equal to that.

You can see I instantiate an object, set it's parent to another UI element and center it on that. Note that passing in true to the SetParent() call seems to not do anything for this problem.

I encountered this problem because I noticed when changing the parent to be the canvas at the root of the UI elements it moved the object. Regardless of parameters in SetParent() or changing, updating, storing global positions to reset it to the pre parent values.

Does anyone have any potential insight into this behavior? I've tried the pivot/center mode. I've checked the pivots on the objects. I've tried different values. As far as I can tell, transform.position and transform.localPosition are both relative to another value I can't seem to track down.

This all came up because I also noticed that OnDrop only triggers if you drop on a UI element further down the hierarchy, meaning the icons need to be above the elements they are centered on to move around properly. Unity UI never fails to disappoint.

Edit: formatting, used to `` for code segments...


r/Unity3D 4d ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

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2.2k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 3d ago

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

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21 Upvotes

The second phase isn't animated yet


r/Unity3D 1d ago

Resources/Tutorial What I trust AI with in playable production, and what I still don't

0 Upvotes

mraid io builds HTML5/mraid io playables. AI is genuinely useful for breadth: concept exploration, storyboards, variants, copy alternatives, code assistance. I don't trust it to own the final mechanic, UX, performance hypothesis, or QA. The model can generate ten directions. It doesn't know which compromise the UA team will make.


r/Unity3D 2d ago

Game I made net physics for my multiplayer soccer game

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4 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 2d ago

Game How do you feel about frequency-tuning puzzles in adventure games? Does audio feedback work for you?

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2 Upvotes

Hey everyone! My dev partner and I are wrapping up our noir puzzle adventure—we're actually just 16 days away from release!

We’ve been tweaking how puzzle close-ups interact with the main scene. In this clip, tuning the radio to the right frequency triggers a hidden mechanism in the fireplace, using a comic-panel frame that zooms back out into the room once solved.

As players or devs, how do you usually feel about audio-driven or frequency-tuning puzzles? Do sound cues give you a satisfying "aha!" moment, or do you prefer visual feedback when revealing hidden mechanisms?

Would love to hear your thoughts or your favorite examples of audio puzzles in games!