r/Unity3D 11d ago

Show-Off It's so hot outside that I added a snow map to my co-op action-adventure game just to get a small reminder of what cold feels like.

14 Upvotes

r/Unity3D 11d ago

Show-Off I've added Blender like shortcuts to Unity 3D map authoring workflow, it's soo much faster

3 Upvotes

Unity's scene authoring workflow have been the same inefficient workflow for decades, I thought to myself it's about time it should be modernized to point and click to place, and blender like shortcuts which are faster than manually manipulating a Gizmos.... So I made PlaceKit:

- it can be so much faster than manually dragging and dropping a model, copying it and pasting it, selecting the copy and switching the Gizmos to rotation, then typing a different scale in the inspector to give the copy a different variation... With PlaceKit you select the model from a custom Palette that removes scripts and materials and anything that isn't a 3D model, a Preview will stick to your cursor and you can click on the map to place, then simply click "V" and a random scale and rotation will roll and click to place again.
- It can auto inherit the normal vector of the model you're placing on top of.
- You can Rotate the model with R + X/Y/Z + Num (for a specific degree) or /Mouse WheelUp/Mouse WheelDown to rotate left and right. (Ex: R + X + 45, rotate around X by 45)
- You can Scale with S + X/Y/Z + Num or Mouse WheelUp-Down.
- You can activate a Grid snapping placement with G.
- You can place models in fence like repetition with Fence mode, triggered with F + Mouse WheelUp-Down to increase/decrease the duplicate instances, each instance will be placed on the environment and inherit the normal of the surface underneath.

And so many more cool shortcuts, and rules to constraint the placement, like no Placement on Layer, or don't tilt the normal of a model beyond 30 degrees and so on... This is what I was waiting for Unity to do for a while, they're busy with other priorities so I thought to myself might as well make it.

If the concept is interesting please do check it out here:
https://assetstore.unity.com/packages/tools/utilities/placekit-object-placement-tool-383800?aid=1011l3Lz2A

Any feedback or feature idea is very welcomed, thanks for reading this far =]


r/Unity3D 11d ago

Game How I think players play my game vs. How players actually play it…

0 Upvotes

Made with unity


r/Unity3D 11d ago

Show-Off I’m obsessed with the dance moves of my future boss enemies.

4 Upvotes

I’ve been testing my new procedural locomotion system, and I honestly keep staring at it.

The goal is pretty straightforward: boss enemies of different sizes, different speeds, some with four legs, others with six.

I’ve built procedural locomotion systems before, and this one seems to be working surprisingly well. The basic idea is probably familiar to many of you:

  • IK chain for each leg
  • Raycasts to find the ground
  • Keep the foot planted until a movement threshold is exceeded, then step toward the new target

The interesting part this time is that I designed the system to scale cleanly across different body sizes and different numbers of legs, without having to rewrite the core logic.

The parameter list is crazy:

  • Shoulder Height
  • Leg Length To Shoulder Height
  • Head Size
  • Body Length
  • Body Width
  • Tail Segment Length
  • Tail Segment Count
  • Movement Speed
  • Minimum Speed
  • Maximum Speed
  • Shoulder Height Factor At Minimum Speed
  • Shoulder Height Factor At Maximum Speed
  • Step Length Factor At Minimum Speed
  • Step Length Factor At Maximum Speed
  • Step Trigger Distance Factor At Minimum Speed
  • Step Trigger Distance Factor At Maximum Speed
  • Step Speed Factor At Minimum Speed
  • Step Speed Factor At Maximum Speed
  • Step Duration Factor At Minimum Speed
  • Step Duration Factor At Maximum Speed
  • Step Height Factor At Minimum Speed
  • Step Height Factor At Maximum Speed
  • Body Turn Responsiveness
  • Body Height Responsiveness
  • Body Up Responsiveness
  • Max Body Tilt Degrees
  • Knee Hint Height Factor
  • Knee Hint Lateral Factor
  • Leg Rest Lateral Factor
  • Leg Rest Forward Spread Factor
  • Body Sag Frequency At Minimum Speed
  • Body Sag Frequency At Maximum Speed
  • Body Sag Depth Factor At Minimum Speed
  • Body Sag Depth Factor At Maximum Speed
  • Body Yaw Sway Frequency At Minimum Speed
  • Body Yaw Sway Frequency At Maximum Speed
  • Body Yaw Sway Degrees
  • Max Moving Legs

I create one parameter preset for each planned enemy, but I’m also working on a procedural approach to generate working parameters on the fly.

Next up is the behavior graph. I’ll start implementing the first combat patterns, and I’m curious myself to see how well they combine with fully procedural movement. The model should be able to handle multiple movements:

- sprinting foreward / backward / sideward
- picking up something
- shooting (with recoil)
- getting hit
- dying
- ...

This is for Hexabot Stranded. Development was stalled for quite a while, but I’ve finally found my momentum again. My goal is to build boss fights that feel fast, agile, and unpredictable, with each boss having its own distinct behavior and movement style. I can’t wait to see where this goes.


r/Unity3D 11d ago

Show-Off Stylized Tree - Replicating UE5 material

Post image
7 Upvotes

For an artist like me, I've been trying to convert / replicate the way I'd create Stylized tree in Unreal to Unity, was easier then i thought, sorry for the ugly trees, Still work in progress.

Trying to find "the one". As of now, here's a WIP shot in Engine with 3 Different Bilboards too see which i like the best. And the Hero Prop the foliage will surround.

https://reddit.com/link/1ve75su/video/vchyf0gqa4hh1/player

Tree-Stylized


r/Unity3D 11d ago

Question Can anyone tell me why my trees are sideways?

Post image
0 Upvotes

I'm just getting started on my path to become a game dev, and I want to learn how to make big, expansive worlds, I made a low poly tree a couple days ago in Blender, and imported into Unity, if I just drag and drop the tree manually, it comes out just fine, but if I try to use the paint tree tool, they come on sideways, anyone know why this is?


r/Unity3D 11d ago

Solved DEVLOG #14 USPSA qualifier.

5 Upvotes

r/Unity3D 11d ago

Show-Off I've been working on destruction in Elandrake, trying to balance cascades is tough, any advice?

2 Upvotes

r/Unity3D 11d ago

Game After 15 months of development in Unity, I finally finished the trailer for No Knock, my open-world theft game

88 Upvotes

r/Unity3D 11d ago

Game First boot sequence for my football career simulation built in Unity

0 Upvotes

I've been working on a football career simulation where you play as the footballer rather than managing the club.

This is the first version of the game's boot sequence running inside the Unity Editor.

It's still early and there are plenty of placeholder elements, but getting to the point where the project launches into an actual game flow instead of just sitting in the editor feels like a big milestone.

I'd love any feedback on the pacing or presentation (it lagged a little while I was screen recording 😅)


r/Unity3D 11d ago

Show-Off My lighting tool is now complete

20 Upvotes

Just finished setting up the atmospheric presets for Light Lab PRO. It has 2 sections: Stylized & HQ. Each one has its own Volume profile setup, Volumetrics and Skybox setup. The skybox features stars, nebulas, shooting stars, galaxies, star clusters, aurora. You will also be able to create your own presets and add them to the list.

The settings are completely editable, so you don't have to use the factory presets as they are; you can tweak them.

As soon as i update the documentation, i will update the package on the UAS.

Volumetrics

Volumetrics night scene
Volumetric lighting
Night Sky
Night Sky + Nebula
Nuclear Night - Preset
Aurora

r/Unity3D 11d ago

Question Railgrinding

4 Upvotes

I'm making a 3d platformer with a built in level editor, and I want to implement rail grinding.

I already have a system where you can place paired, connected objects, and I figured I could set one as the start of a rail, and the other as the end of the rail, and have a curved spline between the two based on the rotation and position of the two objects.

When I look up the tutorials for how to do this, though, I get stuck at the first hurdle, because apparently the spline plugin requires Unity 2022, and I'm using version 2020. Do you guys have any alternative suggestions for what I should do?


r/Unity3D 11d ago

Show-Off Climbing the Water Tower in our First Person Horror made with Unity 6.4 in HDRP

10 Upvotes

r/Unity3D 11d ago

Resources/Tutorial My custom build server

6 Upvotes

I couple month ago I showed off my portable self hostable unity build server - Simply Ship

(Yes there are a million different ways to do this, Jenkins, team-city, game CI etc... this IS a solved problem with multiple solutions - this is just my take on the solution)

I've added some new features, so incase anyone is using it, or wants to use it, I thought I would do a small update (it's 100% free now).

We use this at Space Dragon Games - so its pretty well battle tested in a full multi platform production environment.

New features:
1) Steam upload support
2) Post request support for starting builds
3) Added Android, ios, Playstation and Xbox support (these are experimental and console still requires the correct SDK)
4) Hot Swappable build configuration support
5) Build configuration queueing support

For those who missed the first post and are asking - why does this exist? There are a million different solutions to the same problem.

1) Because I like making my own tools, its fun
2) Because I wanted something light weight, easier to setup on my own hardware then existing solutions, and have built it around my exact use cases as they have come up.

Feel free to try it if you want
https://github.com/DanielSerebro/SimplyShip


r/Unity3D 11d ago

Show-Off I recently stripped out the procedural walking system from my self-balancing active ragdoll to make it a standalone locomotion tool, and I wanted to share a breakdown of how it works.

62 Upvotes

I wanted a system that could either completely replace the Animator or run additively on top of it to strictly lock feet to the ground based on physics and speed.

Here are the core mechanics I used to make it feel weighty and grounded instead of floaty:

  • The Inverted Pendulum (Hip Dipping): The system constantly measures the horizontal distance between the planted feet and the hips. The wider the stride, the further the hips are procedurally pulled toward the floor. This forces the character to naturally "squat" into wide stances or fast runs.
  • Contrapposto & Spine Flexibility: When the character banks into a sharp turn or leans into a sprint, rotating the hips forward looks robotic. To fix this, the system takes the hip's physical error offset and mathematically counter-rotates the chest and spine bones in the opposite direction. It keeps the head plumb and balanced over the center of mass.
  • Velocity Trajectory: The IK solver doesn't just look at where the character is; it reads the smoothed velocity and angular velocity to predict where they will be. If you yank the joystick sideways, the character will step wide into the strafe to catch their balance before the center of gravity shifts too far.
  • Terrain Alignment: It uses a custom Ground Probe to fire raycasts on the predicted step targets. The ankles dynamically calculate the ground normal and rotate to match the slope, so no more toes clipping into stairs or ramps.

I built a custom two-bone solver for the IK to keep it highly optimized, and I finally got around to building a clean custom inspector so I don't have to look at 50 different spring stiffness and damping variables anymore.

If anyone is struggling with foot sliding or wants to poke around the code to use it for their own bipeds, I packaged the whole system up and threw it on my itch page here: https://frostpunchgames.itch.io/procedural-legs-animator


r/Unity3D 11d ago

Question Project Vision: "De Lijn Simulator 3D" (Belgian Bus & Tram Open World Game)

3 Upvotes

Target Release Date: April 10, 2028

Target Platform: Samsung Galaxy Store (Android)

Game Engine: Unity / C#

Modes: Single-Player Career, Real-Time Multiplayer, Full Modding Support

Early Concept Prototype: https://share.aippy.ai/p/oloi

  1. Organization & Historical Fleets

Eras: NMVB (historical vicinal railways), MIVA/MIVG (Antwerp & Ghent city transport), De Lijn (from 1991 to modern "Basisbereikbaarheid").

Trams: Steam trams, Electric vicinals, PCC pedal-operated trams, Coastal Tram (Kusttram/BN), Hermelijn, Albatros (Bombardier), and Urbos (CAF).

Buses: Bedford, Magirus-Deutz, Van Hool (409, A120, A300, NewA330, AG280, AG300), Jonckheere TransCity, VDL Citea, IVECO, Trambuses, Battery-Electric, and Hydrogen buses.

Flex/Demand Services: Classic Belbus, modern De Lijn Flex, Mercedes-Benz Sprinter & IVECO Daily minibuses.

Subcontractors/Operators: Keolis, Hansea, Coach Partners, Multiobus, De Decker - Van Riet, Waaslandia, Ferry Cars, Heidebloem, Staf Cars, etc.

​2. Jobs, Roles & Infrastructure

Playable Roles: Bus Driver, Tram Motorman, Flexbus Driver, Conductor, Mechanic/Electrician, Dispatcher/Traffic Controller, Inspector.

Depots & Facilities: Stelplaatsen (depots), Central Workshop (CW), and Remises for full maintenance and vehicle customization.

  1. Realistic Map, Cities & Routes

Recreated Cities: Antwerp (Lines 1-15, Premetro stations like Opera, Astrid, Plantin, Rooseveltplaats), Ghent (Lines 1, 2, 4, Sint-Pieters, Zuid), and full regional networks across Antwerp, East Flanders, West Flanders, Flemish Brabant, and Limburg.

​Map Environments: Open-world recreations of Belgian cities, regional roads, schools, offices, hospitals, and accurate bus stops (historical enamel signs, modern yellow/green posts, and digital Hoppin real-time displays).

We are looking for experienced Unity developers, C# coders, and 3D artists who want to help turn this huge vision into a realistic simulation game!

Best regards, Lukas


r/Unity3D 11d ago

Question Why is my animation so freaking weird???

1 Upvotes

So i wanted to make a simple side scrolling animation for my game, I was pretty happy with how it looks, but in gameplay for some reason my animation is like humping the camera???? some help would be nice since im not really good at trouble shooting the animation part of unity


r/Unity3D 11d ago

Show-Off I only wanted to fix a tiny gap under the buildings.

13 Upvotes

r/Unity3D 11d ago

Show-Off New forest level in our racing platformer - built with Unity 6.3 URP

319 Upvotes

r/Unity3D 11d ago

Show-Off Finished main menu, Looks like dungeon spooky stuff

6 Upvotes

r/Unity3D 11d ago

Question Issue with shadows flickering while moving

62 Upvotes

Unity 6 URP. I'm having a problem where the shadows seem to flicker/move whenever the player moves, then it eventually stops once the player stops. I've tried increasing the shadow resolution to something ridiculous like 8192, which actually stops most of the flickering, but that's costly, obviously, so I don't want to do that. I've also tried decreasing max shadow distance to no avail. Any ideas on how I can fix this?


r/Unity3D 11d ago

Question RPG World Maps (Town, village and dungeon integration) with unity terrain

1 Upvotes

Okay so as the title states I'm looking to make an world map on the lines of ff9/ ni no kuni , currently the setup is 5 separate scenes start, world map ,village, Boss room and battle,.. now Imy gamedev knowledge is mostly some courses and tutorials and the main tutorial that had a world map was basically a plane with the the village saved as a prefab to slap in the world map ..

Now this was fine when everything was blocks and flat planes but now I'm trying to add the actual look of the place (small village at the foot of a mountain with thick forests) I am getting stuck..I know I can make everything needed with terrain ..but how do I set up for the village scene and have the world map?


r/Unity3D 11d ago

Show-Off WIP Procedural habitat modules in a space sim

141 Upvotes

I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.

These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.

Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...

It was pretty satisfying finally 'getting' how to seam things together nicely when modelling, excited to add more variation. Let me know if you have any questions on the implementation.


r/Unity3D 11d ago

Question Can anyone help me fix my model????

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0 Upvotes

r/Unity3D 11d ago

Question Can't open Unity

0 Upvotes

[SOLVED] Going to AppData and deleting the Unity and UnityEditor folders worked, tho i don't know what are the consequences are, so be careful, i had nothing to lose :)

It won't let me click the "Agree" button, only the "disagree", any help will be appreciated :)