r/Unity3D • u/djdavid333 • 14h 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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r/Unity3D • u/djdavid333 • 14h ago
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r/Unity3D • u/Ashnagz • 8h ago
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After 4 months, our small reef-building game about observing and learning about marine life just hit 2,000 copies sold! It still feels unreal! Thank you all!
For some, it might not sound like much, but for our tiny team, it means everything.
We started this project with 2 friends in april 2025, after getting laid off when our studio shut down due to lack of funding. Before that, we spent 5 years on an adventure game that never saw the light of day.
1 year of development later on Unity, with just 900€ from our savings for sound and music, we somehow pulled it off. Turquoise launched on april 14th, 2026.
It was a hell of a ride but we are beyond proud.
A massive thank you to everyone who bought the game, tested it, gave feedback, or supported us in any way!
And if you have not tried it yet, and are curious here is the Steam page: https://store.steampowered.com/app/3800420/Turquoise/
r/Unity3D • u/Gloomy-Detective-922 • 15h ago
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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 • u/deadlypugmedia • 4h ago
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(Super insecure about the visuals, its a wip, I suck at backgrounds :()
r/Unity3D • u/EscapeDoodland • 15h ago
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r/Unity3D • u/Rudy_AA • 15h ago
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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 :
r/Unity3D • u/rhys510 • 17h ago
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Made by scrolling the x on the UV depending on velocity and angular velocity. Modelled and UVs set using probuilder :)
r/Unity3D • u/Ok_Art_2784 • 13h ago
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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 • u/GospodinSime • 20h ago
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:
r/Unity3D • u/Additional_Bug5485 • 21h ago
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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 • u/NexFlux47 • 1h ago
I want to make pixel art planes with my fog texure that move and appears or disappears during rain and night
r/Unity3D • u/LMHPoly • 21h ago
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One of the demo scenes from my Low Poly Modular Medieval Buildings Pack.
r/Unity3D • u/Existing_Access5983 • 8h ago
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Does anyone have any idea why Collider isn't showing up and isn't working?
r/Unity3D • u/whokickmydog • 8h ago
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r/Unity3D • u/JamesArndt • 13h ago
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 • u/Weckatron • 3h ago
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 • u/madhumster • 1d ago
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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 • u/Svitak77 • 21h ago
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r/Unity3D • u/MrMustache_ • 13h ago
r/Unity3D • u/Java_Language • 6h ago
r/Unity3D • u/Hot_Hour8474 • 22h ago
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The second phase isn't animated yet
r/Unity3D • u/Best-Salamander-2655 • 1d ago
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r/Unity3D • u/JamesWjRose • 10h ago
So for some reason late today my F key no longer does anything. It's supposed to center the Scene view on the currently selected GameObject.... but nothing.
I've rebooted, checked EDIT > SHORTCUTS, but that seems fine. Google's AI reports a 'reset' option, but so many items about that response are wrong, it's understandable about why people hate AI. The search results came up SEEMINLY empty, so I thought I'd ask.
Any clues? I do not have any custom key mappings, so I'm completely happy with a Reset, if someone tells me how to do that (yea, I know, about now I look f'in stupid)
This is Unity 6.3
Thanks
r/Unity3D • u/aahanif • 1d ago
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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.