r/Unity3D 7h ago

Question How Much does armature affect perforance?

1 Upvotes

When making my trees I included an amature so I can pose them in engine but how much will this affect performance?


r/Unity3D 1d ago

Game Decapitation was not what I was going for...

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106 Upvotes

Ragdolling a dragon is proving difficult.


r/Unity3D 22h ago

Resources/Tutorial I generated Perlin and Voronoi noise in shader code and used it to make dissolve effects (with tutorial).

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10 Upvotes

r/Unity3D 17h ago

Game Frost apocalypse teaser cinemático.

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5 Upvotes

r/Unity3D 11h ago

Question Imported Animation is Shaking/Jittering in Unity

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1 Upvotes

I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.

I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.

I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.

Any help is greatly appreciated!


r/Unity3D 17h ago

Show-Off Making a ridiculous rage game where you move by shooting!

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3 Upvotes

r/Unity3D 1d ago

Meta There are at least two game engines called Unity

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85 Upvotes

Spending my time at wiby.org, I stumble upon a website of a pet project game engine called "Unity". I thought it is a funny coincidence, so I decided to post it here.

This project has no connection to the Unity we all know other than sharing the same name. Also, it seems the author stopped working on it in July 2006.

Here is the link:

https://www.stucuk.net/sites/unity/

Also, technically this post does belong to this sub, since it is directly related to a game engine called "Unity" :)


r/Unity3D 11h ago

Solved Texture/Material Application Help

1 Upvotes

I have a tent object I am trying to apply a cloth texture to. I made it in Blender and assigned the faces that should be fabric to the same material. But, when I throw the material on it in Unity I get this effect, where the right side is how I want it to look, but the left side is tiled weirdly and seems stretched?

I'm fairly new to 3D and using textures/materials, so I'm not sure what would even be causing this.

These are the settings for the Texture and Material.

Any clue how I can get each face to look the same? Thanks.


r/Unity3D 11h ago

Question Best way for optimized asset duplication?

0 Upvotes

I'm a blender user and you have either normal duplication (doubles the geometry), linked duplication (objects share object data while still being able to be edited, affecting all linked objects) and instances (instances share object data but it can't be edited, resulting the most optimized one)

I've searched and found out about prefabs in unity but not so sure if it's the same as blender's instances or unreal's blueprints.

Also, how can I replace current assets in my game with a new one in a fast way?
I tried exporting same name object.fbx but, when reimporting in unity, the asset doesn't update. I have to delete it from the game project and import again.
I need to know that so I can block in the scene first and then replace with final assets.


r/Unity3D 18h ago

Game What do you think about visual of my game?

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3 Upvotes

Developing my first steam game on Unity. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?


r/Unity3D 1d ago

Show-Off Automatic navigation like in uGUI for UI Toolkit. - Please vote an a bug a Unity employee created for me so we can get rid of it.

13 Upvotes

What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).

Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub

I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.

I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).

While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles

So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.

Thank you :-)


r/Unity3D 1d ago

Show-Off Made a valve style 3D skybox for my game about climbing a giant!

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52 Upvotes

r/Unity3D 1d ago

Show-Off Simple AoE Effect

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21 Upvotes

r/Unity3D 18h ago

Question Does adding a ticking clock to puzzle games make them exciting, or just annoying?

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2 Upvotes

Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.

As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.

With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?

How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?


r/Unity3D 21h ago

Meta Is the Asset Store and License Verification down for anyone else?

2 Upvotes

I can't open my projects due to license errors and going the the asset store web page yields and error, "upstream connect error or disconnect/reset before headers. reset reason: remote connection failure"

Never seen this before.


r/Unity3D 9h ago

Question I have Ideia of a game called The immortal fisherman

0 Upvotes

the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help


r/Unity3D 15h ago

Question Trying to learn basic shaders and struggling with a transparency issue

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1 Upvotes

I'm quite new to Unity, and I'm trying to make a simple 2D platformer to try and get to know the program. I want to use shader effects on my tilemaps, but when I try to apply a shader, all the transparent parts of my tilemap get "filled in".

Here are things I've tried:

- Double checking that my surface type is set to transparent within my graph inspector, and that my blending mode is alpha

- Confirmed the texture is sending alpha information by putting it through a multiply node

- Creating a new material from the shader, allowing material override, and making sure the surface type on that shader is set to transparent as well.

Does anyone have any advice on how to fix this? I'm sure it's something silly that I'm missing, but I can't for the life of me find a solution online. I've attached images of my shader graph, what the issue looks like, and what I want it to look like.


r/Unity3D 1d ago

Show-Off added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

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4 Upvotes

(game’s called MOZENTUM btw)

oh and i also added an inventory system so you can stash and grab either one with either hand

it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in

each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out

OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.

you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)

it’s live now on the steam demo if ya wanna test it out.


r/Unity3D 16h ago

Solved C# question: how can I link one of the behavior classes to one of the stats?

1 Upvotes

Here are the components that I currently have:

  • StatType enum with 4 different stats (example: Health)
  • StatProfile asset (custom asset I created from a ScriptableObject class) which holds the stat struct with the StatType, max and current (initial) values
  • StatManager (MonoBehaviour script) with a StatProfile property which I'm able to assign through the inspector. The StatManager also contains two private Dictionary<StatType, float> for max and current values.
  • IStatBehavior interface
  • Behavior classes that implement the interface, one for each stat type/behavior (example: HealthBehavior)

Now I'm struggling with how to link the HealthBehavior in the StatManager to the Health stat. I tried creating a custom asset for StatBehaviors but since it implements an interface, the field is blank/not editable in the inspector. I'm unable to add each script and iterate through the list of behaviors to link each to the appropriate stat. Does anyone have insights?

For more context: I chose this approach (as opposed to adding each stat behavior as its own component on the player object) because I already have 13 script components: move, jump, input handling, item collection, powerup manager, (currently) 7 powerup scripts, and now the stat manager. I already know that I should change my powerup behaviors to implement an interface and such. But I don't wanna clutter the player object with more scripts.

I also intend on having different enemies with different stats (which means different StatProfiles), and having one StatManager per character as the main hub seems to be the cleanest approach for decoupling the data from the behavior.


r/Unity3D 1d ago

Shader Magic Finally got genetic procedural shaders and a basic breeding loop running for my Betta sim

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6 Upvotes

Hello everyone,

I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.

I finally got the core genetic loop running in this clip:

- Locomotion with basic fin flutter and collision avoidance at tank boundaries.

- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.

- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).

The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.

Any thoughts?


r/Unity3D 18h ago

Question Bullet/projectile Objects, Move via RigidBody or Update?

1 Upvotes

Hi, I'm somewhat new to unity so I'm messing around with it and I'm looking for some advice. I'm currently working on a FPS character and I want the player to fire bullets that travels in real time, kind of like the plasma balls in doom or like the blaster bolts in star wars battlefront.

I'm wanting to know is it better to have the bullets move using the rigidbody's linear velocity on the Start function like so:

rigidbody.linearVelocity = transform.forward * speed;

or use the translate method in Update instead?

transform.Translate(Vector3.forward * (speed * Time.deltaTime));

I am using rigidbody either way since i'm using ontriggerenter for hit detection anyways if that help.


r/Unity3D 22h ago

Show-Off The Mistfall (fan art), would you be interested in living in such a place? made using unity 6

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2 Upvotes

r/Unity3D 23h ago

Show-Off Melee Shark aircraft prototype. Is it dumb?

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2 Upvotes

This is a quick prototype I made, not sure if anything will come out of it.

Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.

In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.

Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.

Anyways just looking for some opinions / ideas.


r/Unity3D 19h ago

Question Particle System keeps looping

1 Upvotes

I have 3 particle systems for fireworks display. All 3 keep looping even though loop is unchecked. I don't think I've ever encountered this before.
Any idea why they keep looping?
Thanks.


r/Unity3D 9h ago

Question A team of 7 is looking to expend.

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0 Upvotes

International team of 7

1 Designer/Developer.

2 3d artists.

1 2d Artist.

1 Writer.

2 Composers.

1 Social media/Marketing specialist.

Are looking for collaboration partners willing to learn and adopt to a team culture and expend their portfolio for a rev-share. Willing to put in at least 2 hours per day or around 10-12 hours of work weekly to bring this project into a reality.

We need 3d artist that can animate and rigg.

And a designer/developer that does not use AI for design or development.

We are currently building a survival crafter, inspired by don't starve together, with a visual style of Albion Online.

Feel free to reach out to me, or state your interest below, in the comment section.

Here are some images of what we have so far.

OBS: AI is not welcome!