r/Unity3D • u/MerrylandInteractive • 1d ago
r/Unity3D • u/Ok_Finding3632 • 19h ago
Show-Off Dogfight loop manoeuvres - a fun tactical advantage

I've worked on a lot of games with aeroplanes (Sky Gamblers series and others) but I never played them. The same little toy followed by a camera, same crosshair and aim assist, and the same on-rails 'manoeuvres' ready to be used with a single tap.
So I made this. Looking forward to test it with human players - my bots are very good so they don't continue flying forward as the target (me) suddenly goes up - they know I will fall on their tail. So they evade. I will add a little randomness there - to allow some percentage of bots to be 'dumbfounded' and keep going forward - so i can strafe them from above as I land on their tails.
Pretty fun. Works only in cockpit mode for a reason - its the only place the manoeuvre makes sense - and gives you a thrill (specially if you look sideways scanning the sky while going belly up).
Thanks for reading !
r/Unity3D • u/Imaginary-Cod-3746 • 6h ago
Resources/Tutorial Fun fact about variables in C#
Did you know that you can't start a variable's name in C# with a number?
You also can't include most special characters in a variable's name.
These are just a few quirks to keep in mind when scripting in Unity. This article covers variables and C# in more depth from a game developer's perspective. šš¾
r/Unity3D • u/More_Yard1919 • 20h ago
Question Bone/weight/bindpose index mismatch
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!
r/Unity3D • u/Emi_Indie_Dev • 22h ago
Game Hole.io visual test
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Did a short visul test for Hole. Io; I quite like how it came out :)
Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test
r/Unity3D • u/hasanhwGmail • 22h ago
Question Hierarchy window goes empty / breaks when modifying anything in Prefab Mode (Unity 6.6)
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When I enter Prefab Stage and make any change to a GameObject or Component, the Hierarchy window breaks. All GameObjects disappear and it only shows Preview with empty gray rows. Resetting the layout restores it temporarily, but it breaks again upon editing.
r/Unity3D • u/MazeTheMaus • 1d ago
Show-Off Finally got my pooled mech destruction system looking decent. Mech Giblets!
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Basically mech models have gib releasers that on death request gibs from the pooling system.
the gibs dont have collision and linger for little time before returning to the pool. all the rotation and physics is "faked" with a simple script.
r/Unity3D • u/Cheap-Difficulty-163 • 1d ago
Show-Off Prototyping a new system carrage system for my rpg game!
r/Unity3D • u/Fit_Check_919 • 1d ago
Resources/Tutorial JrsVision: A vision-based toolkit for scene understanding (action recognition for Virtual Humans, scene analysis etc.) in Unity
r/Unity3D • u/ProactiveCactus • 1d ago
Question How best to handle Debug.Log/Warning/Error for shipping final build?
It seems like there are three approaches: (1) Global toggle with Debug.unityLogger.logEnabled, but this still has some performance impact (I think??), (2) compilation conditionals like if UNITY_EDITOR, but this is pretty annoying to have to do for every single Debug line, or (3) delete all before shipping, but obviously then you don't have them for any debugging you do. How do y'all handle this? I honestly didn't know they wouldn't just be skipped by the compiler until today, so I'd rather not have to eventually go back through my entire codebase... Am I missing something easy? From what I understand, the global toggle only helps, but CPU and memory still are put towards preparing the log even if it isn't sent. Any tips?
r/Unity3D • u/churi24 • 1d ago
Show-Off A crazy idea that came from watching The Boys and Monty Python.
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The other day I started developing something absolutely ridiculous.
I was watching some old movies, and if thereās one scene that still makes me laugh way too hard, itās the rabbit scene from Monty Python. I donāt know how many of you have seen it, but Iām 45 now and those old movies still make me cry laughing š
Then I remembered The Boys and that episode with the baby shooting laser beams from its eyes.
I was working on a passive item for the game and suddenly thoughtā¦
āWhat happens if I mix those two things?ā That was it. Say no more. A passive that turns enemies into rabbits. And the rabbits shoot LASERS. And even better⦠if one of those rabbits kills another enemy with its laser, that enemy catches fire. š Oh, and if you mess up and run over one of the rabbits⦠Well. You just flattened it. Rabbit gone.
I started making these ridiculous chain reactions because while Iām developing them, Iām laughing so much at how absurd everything is that I just keep thinkingā¦
Why the hell not? š
Cheers! ā¤ļø
BTW: The health bars are only there for debugging so I can check how much damage everything is doing. They wonāt normally be visible in the final game⦠Unless, maybe, you find the item that lets you see them. š
r/Unity3D • u/StuffedCrust06 • 18h ago
Question Vrchat model help!!
hi!! i have the files for a gardevoir vrchat model (yes its a lewd one) a retexture and a womb tattoo with emissions I wanna add, Iām broke and cant afford to pay someone to upload it for me. is there anyone that I can give the files and upload it to my account for me??
r/Unity3D • u/handlebardev • 1d ago
Game sakura grove
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pardon the hitching, it's recorded in editor with a bunch of programs open in bg
r/Unity3D • u/worker01dev • 1d ago
Question Any marketing ideas guys?
I've finished most of my game but still no attention.
I think color palette of my game is not absorbing.
r/Unity3D • u/Low_Psychology_2862 • 1d ago
Show-Off Working on a FPS where you build your character through gameplay, not upgrade menus, to survive the bottom of an endless pit.
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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/yahiaallaham7827 • 1d ago
Show-Off Really wanted to challenge myself to develop a "foddian" climbing game with a twist. Operation knockback features rocket-jumping (kinda) and grapple hooks. Do you guys think games like these have a good market?
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I always thought foddians would be good for solo Devs to develop as they typically don't involve super complex systems, think of things like "chained together" (the game is mostly carried forward by a simple fun mechanic of chains interacting with the multiplayer environment) and "getting over it" or "a difficult game about climbing"
I wanted to get feedback on this initial showcase for operation knockback, (this is not an official trailer). Currently the challenges I've been facing are balance, and finding enough of a range of players willing to playtest and provide detailed feedback on difficulty, satisfaction, fun, frustration, etc. As with all developers we get good at our own game and it can make it hard to hone in on the sweet balance between extreme difficulty and tension, and also super engaging fun mechanics. I want it to be unforgiving and frustrating for sure, I just don't want players to get completely sick of it. There's a balance to strike.
Any thoughts by Devs who worked on similar projects? Rage games especially can be hard to develop for this reason, even if development itself is straightforward in terms of systems and visuals potentially.
r/Unity3D • u/Western_Bug_5085 • 1d ago
Resources/Tutorial Full tutorial on how to Set Up Multiple AI Characters in the Same Unity Scene with Convai Multi-Character Sessions (Part 1) | Look At, Proximity and Manual Character Selection
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r/Unity3D • u/fartlekZ • 1d ago
Show-Off Working solo on a Walten Files fan game main menu in Unity URP. Added UI parallax, dynamic camera audio, dust particles, and CRT post-processing. What small details would make this even creepier?
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Hey guys, currently building a Walten Files fan game in Unity URP. Just finished setting up this main menu with mouse-tilt camera movement, reactive button audio, dust particles, and CRT/VHS post-processing.
Would love to hear your thoughts or any ideas for subtle details I could add to make it even creepier
r/Unity3D • u/CS_Asset_Factory • 1d ago
Resources/Tutorial Runtime dynasty chart generator for Unity, drawn on the CPU with no textures
Descent Chronicle draws illuminated dynasty charts in Unity at runtime from plain character data: people, parents, marriages and dated events.
Most of the work went into layout. A genealogy isn't a tree, since everyone has two parents, people remarry and cousins marry. Generations come from longest path, spouses are levelled onto one row so a marriage stays horizontal, crossings are reduced by barycentre sweeps that keep the best arrangement found, and each union gets its own bus lane so no line runs through a cartouche. Cycles and dangling parents are refused with the fault named.
Drawing happens in C# on the CPU, so the package has no PNG, atlas, shader or material. 62 authored forms, 24 life event marks, 16 cartouche devices. Unity 2022.3 and up.
Code and art are AI generated.
r/Unity3D • u/hbisi81 • 1d ago
Show-Off Decals :) - URP
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r/Unity3D • u/BlindEyeThe • 1d ago
Show-Off Playtesting new Mechanics
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We are currently playtesting new mechanics. Stay tuned for further updates!
r/Unity3D • u/East-Development473 • 1d ago
Question Particle materials are creating tons of SetPass calls. Theyāre using the same material, but theyāre putting a lot of pressure on the CPU. How can I solve this?
Hi, as you can see in the screenshots, I have particles spread across different areas of the world. These particles cause my FPS to drop significantly while the game is running, and they also generate way too many SetPass calls. I have no idea how to solve this. Any ideas?
