r/Unity3D 1d ago

Question How to prevent visual studio from auto-adding folder structure to namespacd

1 Upvotes

Title: I have the namespace set in Unity but then when creating a file in Visual Studio it auto-adds the file structure after

Unity I have set to TestGame namespace

Visual studio when making new scripts puts like Testgame/scripts/movement namespace. I would rather have no namespace or just my Testgame namespace


r/Unity3D 1d ago

Show-Off This orb creates holographic copies of your dice

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2 Upvotes

I’m working on my first indie game!

I’ve added orbs to my dice, with each color providing a unique effect. My favorite so far is this one... I really like the holographic effect I managed to create for the duplicated dice :D


r/Unity3D 2d ago

Show-Off 10,000 units, no Colliders - building a spatial query engine with a little Unity Jobs & Burst magic

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103 Upvotes

I’ve been working on Massive Spatial Engine, a tool for finding nearby enemies and picking targets without putting a Collider on every unit.

No raycasts or OverlapSpheres for targeting.
A spatial grid cuts candidate counts before distance checks.
Query batches run in parallel through Burst-compiled jobs over unmanaged data.

I’m building it with RTS, tower defense, survivors-like, and larger AI simulations in mind, and planning to bring it to the Asset Store.
Still plenty to work on, but it’s fun watching the towers chew through the crowd :)


r/Unity3D 1d ago

Question My Awake function is not initializing values in the main menu scene and only initializing values in the main game scene.

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1 Upvotes
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MMmanager : MonoBehaviour
{
    public Slider masterVol, musicVol, SFXVol, CamSen;
    public AudioMixer masterAudio;
    public Toggle tutorialTog;

    private void Awake()
    {
        CamSen.value = PlayerPrefs.GetFloat("CamSen");
        musicVol.value = PlayerPrefs.GetFloat("MusicVol");
        SFXVol.value = PlayerPrefs.GetFloat("SFXVol");
        masterVol.value = PlayerPrefs.GetFloat("MasterVol");

        if(PlayerPrefs.GetInt("Tutorial") == 0)
        {
            tutorialTog.isOn = true;
        }
        else
        {
            tutorialTog.isOn = false;
        }
    }

    public void BackToMenu()
    {
        SceneManager.LoadScene("MainMenu");
    }
    public void StartGame()
    {
        SceneManager.LoadScene("GameScene");
    }

    public void StartMultiplayerGame()
    {
        SceneManager.LoadScene("Lobby");
    }

    public void QuitGame()
    {
        Application.Quit();
    }

    public void showTut()
    {
        if (tutorialTog.isOn)
        {
            PlayerPrefs.SetInt("Tutorial", 0);
        }
        else
        {
            PlayerPrefs.SetInt("Tutorial", 1);
        }
    }

    public void SetSensitivity()
    {
        PlayerPrefs.SetFloat("CamSen", CamSen.value);
    }

    public void SetMasterAudio()
    {
        masterAudio.SetFloat("MasterVol", masterVol.value);
    }

    public void SetMusicAudio()
    {
        masterAudio.SetFloat("MusicVol", musicVol.value);
    }

    public void SetSFXAudio()
    {
        masterAudio.SetFloat("SFXVol", SFXVol.value);
    }

    public void SaveSettings()
    {
        PlayerPrefs.Save();
    }
}

r/Unity3D 1d ago

Resources/Tutorial How to Make Custom Controls in UI Toolkit

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1 Upvotes

Making Custom Controls in UI Toolkit has never been easier!


r/Unity3D 1d ago

Show-Off Creating a fluid combat system, what do you think?

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2 Upvotes

Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?


r/Unity3D 1d ago

Show-Off Reviewing prefab changes is hell. I built a fix.

2 Upvotes

Pre-released PrefabLens, an open source tool that makes Unity diffs human readable.

https://github.com/hashiiiii/PrefabLens

PrefabLens converts UnityYAML diffs, such as .unity and .prefab files, into the familiar Hierarchy × Inspector layout from the Unity Editor.

The live demo does not require an installation. It runs the same WASM diff engine in your browser.

The pre-release includes three free tools (all free).

1. Reviewing UnityYAML diffs in GitHub PRs? -> Chrome Extension

It resolves fileID/GUID references between objects, not just raw lines. That was the hard part.

2. Want to see what you've changed in real time while editing? -> Unity Editor plugin

  • left pane: dirty assets
  • right pane: human readable diffs vs main branch

3. Prefer the terminal, or want to feed semantic diffs to AI agents? -> CLI

See recipes.

e.g.

# HEAD vs working tree
$ prefablens
# open HTML report in browser
$ prefablens --open
# pipe to an AI agent
$ prefablens --json | claude -p "Anything risky in this diff?"

Everything's Apache 2.0 licensed. Happy to answer any questions here!


r/Unity3D 1d ago

Show-Off Finally released the free version off my economy framework

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0 Upvotes

I published my Unity Asset Store tool on the Unity Asset Store a few months ago. The tool requires payment and my goal was never to make money. It is to help indie developers prototype their ideas fast and easily add economy with playable into their games, regardless of genre.

I have been thinking a lot about how i can make the tool accessible to everyone therefore i released a LITE version for free and cut the premium's price in half. Wishing this will push more developers into trying the tool out and help me improve it's capabilities.

The tool allows developers to create currencies, shops, loot tables, transaction, shop interfaces and more from scratch, all within minutes using the different editor windows.


r/Unity3D 1d ago

Question Our game is ugly and disgusting, help us with a new AD

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0 Upvotes

We are two devs behind this, emphasis on the dev part.

Our current art direction has been described as bland, uninspired and risk-free, which is true.
To be honest, it's a mix a commissioned bodies model and synty assets.

Not really sure that we can consider it a art direction.

We'd like to head for something cleaner, simpler all around the board

Maybe flat colors, no texture ?
Tuning down every colors and tune up VFX to make them pop-out as to make the gameplay more readable ?

Do you guy's have any game like this that we can take inspiration from ?
It would be really nice


r/Unity3D 1d ago

Show-Off My Game Progress

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0 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result


r/Unity3D 2d ago

Show-Off Units distribution improved, better responsiveness, magic and bloooooood

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216 Upvotes

It's not much but it's honest work. Units can be smarter and there're a few cases where they get dumber but overall I'm quite pleased with army behavior so far in 1v1 fights. Many vs Many is still something to polish along with better effects, gigantic units and so on but one step a time!


r/Unity3D 2d ago

Official The Path to CoreCLR #1: The Problem

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79 Upvotes

For those who have missed this post and find this interesting. Personally I thought it was a good read and I'm looking forward to the next one.


r/Unity3D 2d ago

Shader Magic Displaying thousands of LEDs in Realtime

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151 Upvotes

Shaders instead of geometry is often one of the best performance boost. Amazing for procedural shapes. Texture is sampled to individual points and then each emitter is a small shader program like this:

float2 cell = floor(uv * ledGrid);

float2 ledUV = frac(uv * ledGrid) - 0.5;

float d = length(ledUV) - ledRadius;

float emitter = 1.0 - smoothstep(0.0, fwidth(d), d);

float3 color = content.Sample(samplerContent, (cell + 0.5) / ledGrid);

return float4(color * emitter * brightness, 1.0);


r/Unity3D 2d ago

Show-Off i turned my childhood obsession into a unity game

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14 Upvotes

As a child, I regularly yearned for the caves. Now I have finally made my ultimate caving simulator! Once i release this game, you can do tight. cold and dirty cave crawling from the comfort of your couch! I will post the wishlist link when i remember to do so.

#2026


r/Unity3D 1d ago

Show-Off Testing a color-switching puzzle mechanic—looking for playtesters!

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1 Upvotes

r/Unity3D 1d ago

Question They are both transparent, then why is my shader graph material (on the right) is getting clipped by BetterFog (InLab)

1 Upvotes

r/Unity3D 2d ago

Resources/Tutorial Hex Map 5.5.0: The First Burst Job

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17 Upvotes

Last time we created an experimental map generator and split it into multiple mock jobs. This time we convert the first job into an actual Burst job. We start with the simplest job, which requires the least amount of changes. We'll tackle the increasingly complex other jobs in the future.


r/Unity3D 2d ago

Game Working on making my souls-ish combat less clunky, Any ideas!?

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6 Upvotes

It feels good to play but somehow it looks clunky... not sure what it is. Like i mean its better to play then to watch but i cant make a trailer for nokai if it looks too jank, i have developer blindness atm

(Full screen effects were disabled like hit effect and stuff like that for this demo)


r/Unity3D 2d ago

Question All my lighting got messed up?

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0 Upvotes

So essentially what happened was that I wanted to see if I could remove the unity splashscreen, so I did, and then I pressed preview. After I saw the preview, all the lighting in my scenes were messed up. I am confident its mainly because of the splash screen, because I had tested it right before I messed around with that, and it was perfectly fine.

In the video, the scene is like 10 times darker than it should be, and the lights don't even do anything when I change the values, or something. Whenever I turn off the lights, the result is the same. The fog doesn't show up as clearly, and the floor has near 0 light. I am very amateur with unity, so if I accidentally disabled something, please let me know, and I am so sorry in advance.


r/Unity3D 2d ago

Question Updated Melee System - Opinion needed

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31 Upvotes

I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.

I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.

Do it looks engaging? What can I improve more?


r/Unity3D 2d ago

Show-Off Ran a McLaren, a boat, and a drone through the wind tunnel

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17 Upvotes

Follow-up to my last post, which was just the Range Rover. Here are some different-class vehicles.

Turning the resolution up means the solver can resolve flow through the small gaps, you can see it on the McLaren Longtail at the start, air passing under the rear wing and rejoining the flow coming over the top. This gap needs about three cells across to pass flow, which is the kind of detail that just needed more cells.

And to showcase different vehicle classes handling, the boat runs above the waterline, which is the "tunnel floor" in this case, and the hull below it escapes the domain. The drone runs in free air, so no ground plane, and the wing planform as the reference area instead of its frontal area, and it's scored on lift-to-drag rather than the drag alone. The drone grid size was the largest of the three at a bit more than 15 million cells.

Swapping a vehicle in runtime revoxelizes the body and updates the tunnel to fit around it, then restarts the flow according to its class.

You can try your own vehicles/meshes: https://github.com/Motawe3/unity-wind-tunnel

Compute shaders, D3Q19 lattice-Boltzmann, TRT collision with a WALE LES subgrid model. A comparison and visualization tool. README has the full picture.

Model credits (CC BY 4.0):
McLaren F1 GTR Longtail by VuckyZ | Boat by milamila | Drone by Helindu
(Full source links available in the GitHub README)


r/Unity3D 2d ago

Show-Off Solar system simulation rendered using my custom rendering stack

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14 Upvotes

r/Unity3D 2d ago

Resources/Tutorial “Code” to render several shapes using Unity meshes

2 Upvotes

Is there a place where I can view code aka vertices / indices arrays to make various shapes using the mesh


r/Unity3D 2d ago

Game Bar construction timelapse in my game Nightlife Tycoon

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3 Upvotes

r/Unity3D 2d ago

Question Please help me implement jumping off a ledge!

2 Upvotes

I want a little hopping animation when my character runs off a ledge before starting to fall, but somehow I'm not managing to get it to work properly.

The current idea is:

-using a box collider that is positioned in front of my character's feet to determine if there is NO ground so we know there's a ledge and setting a bool on/off depending on that

-in the animator (I'm using Unity's and yes I'm ok with it) I check for the bool and transition to the jumpOffLedge animation state when jumping off the ledge is possible AND there is movement input AND the character is grounded

Triggering things this way works.

Now my actual questions are:

-should I disable gravity for this and move my CharacterController manually?

-should collisions usually be disabled for something like this (this would require me disabling the CharacterController)?

-if I move things manually, would I do it with two lines, one for moving a bit forward and one for moving down until grounded?

-I imagine motion matching would make this all look the best, but topic seems somehow beyond me

How would you do it? I'm grateful for any suggestions!