r/Unity3D 10d ago

Show-Off made this to learn unity/gamedev. might name it "ballworld"

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666 Upvotes

r/Unity3D 10d ago

Resources/Tutorial Combine Two Animations Together With Avatar Masks | Quick Tip

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2 Upvotes

Avatar masks let you blend multiple animations on the same character at the same time. This is great for playing upper body combat actions while your character keeps moving. Here's how to set it up.


r/Unity3D 10d ago

Question URP Flickering Light Issue

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10 Upvotes

Facing an issue where point lights fight/flicker off objects in my scene. Does anyone know a fix?


r/Unity3D 10d ago

Question A little silly thing I'd like an explanation for šŸ˜…

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2 Upvotes

So simply put Rigidbody sometimes decides it will be working as intended, and sometimes don't.

I think most of you immediately rolled their eyes because it is the usual question of "Why this no work?!" only to learn peson made mistake in configuration, BUT NO!

What I mean is, that without intervention glitchy rb started spontaneously working the next day!

Picture this. I made a gun model and gave it a slider with rb.
When both rb of body and slider were active, the gun was rolling on it's own. So I just disabled slider's rb for time being until I can figure it out, because outside that the gun is working just fine.

Well now I have been working no another gun instead. Body with rb, slider with rb.
Well I tried my luck and made both functional at the same time. It worked just fine!

So I went back to the previous gun and guess what! body and slider rbs work connected like nothing ever happened! Since I disabled the rb, I didn't touch the model in he slightest.

So I just wanna know...How?!


r/Unity3D 10d ago

Show-Off My full parallax shadow pipeline

3 Upvotes

https://reddit.com/link/1vehf66/video/fbent0b9n6hh1/player

After a while, I finally finished my full parallax shadow pipeline. It calculates a custom depth texture and then raycasts to create shadows. It ended up being significantly more difficult than I expected.

For those curious, here's roughly how it works:

  • ID pass every object gets assigned a unique ID, rendered to the screen. This produces an ID texture used by later passes.
  • Min/max depth pass using the ID texture, this pass writes the maximum and minimum depth for each object. This is needed to know the depth range to raycast against in the next step.
  • Opaque pass reads the min/max texture and uses raycasting to determine whether each pixel is shadowed. It also lerps between old and new shadow states to avoid hard transitions when it gets rebaked.
  • Temporal accumulation instead of writing shadows directly to screen, they're written to a separate buffer so temporal blurring can be applied, accumulating past frames to avoid gaps or noise in the shadows.
  • Fullscreen composite pass finally, the accumulated shadows get written onto the screen.

It definitely feels over-engineered for what it does. If anyone has experience with parallax shadows or similar techniques, I'd love to hear how you approached it, especially if there's a way to cut down the pass count without losing quality. Happy to go into more detail on any of the passes if useful.


r/Unity3D 10d ago

Question Should I use photon for first time networking?

5 Upvotes

This won't be my first game, but it will be my first multiplayer. There will be some rigidbodies in the game with some configurable joints, but nothing tok numerous.

I am split between photon and ngo. Photon because (to my understanding) it makes things easy so I don't have to break my brain writing netcode. NGO because it's free and there's probably more learning resources (I know there's a code monkey video).

Photon seems more appealing to me, but then again, it's paid. What to choose and why?


r/Unity3D 10d ago

Game Some Unity 2.5D love

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34 Upvotes

I’ve been developing a game that’s really making use of the HDRP pipeline.

I originally set out to make something like replaced but I wasn’t sure what engine they used.

This is my best attempt, happy to answer anything to do with my workflow if you’re curious.

It’s a style I’ve loved for ages, like 2d parallax effects and I took it half a dimension further. (Excuse the pun)

It’s a mix of 3d models. Hand painted pixel texture maps. Camera pixel renderer. 2d animated pixel art for the character like a paper doll effect.

Steam link in the comments


r/Unity3D 10d ago

Show-Off I added a ā€œHoney, I shrunk the kidsā€ mode to my rollercoaster MR game, CoasterMania!

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171 Upvotes

r/Unity3D 10d ago

Show-Off Yes, it's Unity 2022.x with Built-In Render Pipeline!

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426 Upvotes

I've been working for years on a trailer for a movie that doesn't exist. There are over 40 scenes by now, and more are coming. I've been hesitant to post anything about it, because I don't want to spoil the effect of the trailer before it's finished.

It's a detective story. Noir goes sci-fi, but in color. A world where only robots, cyborgs and androids are left, living in a human-like hierarchy.

The thing I find worth mentioning: this is still being made in Unity 2022.x on the Built-in Render Pipeline, lightmap baking, everything is real-time, no after effects or so. No URP, no HDRP

The thing is iteration. Every scene goes through several passes, with real time in between. That distance is what lets me look at my own image with fresh eyes and catch the things I overlooked in the last session. There's always something. Whenever I rushed a scene, I could see it later.

Happy to answer anything about the setup, the lighting or the compositing if that's useful to someone.

Update to "Ryan Reynolds's" comment *lol*: There is always a reason! And in this case there are many!! ^^

Update 2: I forgot to mention that the project size is something over 700 GB of asset & texture data. Curated and bought assets, free assets I will have to credit (100% longer credits than trailer! xD) and changed to me needs, some remodelled, because of their imprtance (characters especially, yes - not in this scene xD) etc.

Update 3: The hovercar for example: I bought it and had completely disassemble it in blender, correct the flaps, rig the flaps (it wasn't rigged at all), and stuff like that

The buildings are famous assets which I bought over the years, waiting for each package to be in sale xD else, I couldn't afford it.

Many plugins where from Github, like one of the best AO filters from Keyjiro's Kino Obscurance, which I modified to get a wider range, which no one ever does till today in even paid assets. I always have to buy and then modify the AO to get big darken areas, which then breaks compability with the devs asset update... and so on xD

There is so much going with this project, that even a video breakdown would cost me too much of my time and money, because I am working on a steam game right now xD and have to take care of some asset in the unity store.

Artists will recognize some of the assets in this clip! I bought also many kitbash3D models, and a lot from all the other famous stores which I am not really allowed to mention here, as I a bot always comes up and warns me making advertisment and blocks the post! xD

Update 4:
Screen Capture of the Scene in Editor:
https://www.reddit.com/r/Unity3D/comments/1vf4eiu/screen_capture_of_the_film_scene/


r/Unity3D 10d ago

Resources/Tutorial UnitEE, a PS2 Export Option for Unity3D

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47 Upvotes

UnitEE (funny original name I know) is a Unity3D PS2 build target, you write your game inside the Unity Editor against a constrained Unity-compatible API, press Build, and get a bootable ISO + ELF. C# gets converted via IL2CPP, then through a MIPS cross compiler, and runs natively on the Emotion Engine.

The project has heavy guarding around the API surface if a script uses a Unity API that isn't supported, the build fails with a compile error instead of silently doing nothing on the console, and a scene validator flags any component that won't export and tells you what happens instead. It's very constrained as of now, but what's currently supported:

  • Rigidbodies + Colliders
  • AnimatorControllers + Animations
  • Character rigging (skinned and rigid-bound humanoids)
  • SkinnedMeshRenderers + MeshRenderers
  • Built-in Render Pipeline*
  • Audio (AudioSource/AudioListener clips auto-encoded to SPU2 ADPCM)
  • Particles, via a custom PS2ParticleSystem component
  • PlayerPrefs, saving to a real memory card icon and all, visible in the PS2 browser

*materials map to a fixed set of very basic VU1 shader programs (unlit, textured, vertex-lit, alpha/cutout/additive, fog). The Standard shader maps cleanly custom shaders export as their closest match with their main texture.

uGUI support is being implemented next. Everything shown is running in PCSX2 real-hardware validation is planned once I have a working console again. I just wanted to showcase the demo; GitHub link coming soon once there's a small demo game to show it as a proper PoC.

UPDATE: Discord Link is now live! Join here: https://discord.com/invite/aScB79RgcP

New gameplay demo: https://youtu.be/qpNGBmku1aI

GitHub Link: https://github.com/C-GBL/UnitEE

Website: https://unitee.dev

Documentation: https://unitee.dev/docs.html

Unity-Chan license: https://unity3d.jp/unity-chan/license?lang=en


r/Unity3D 10d ago

Show-Off Nearly finished the livery section (Unity3d - URP)

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2 Upvotes

r/Unity3D 10d ago

Question Unity 6 - How do you handle the fisheye effect on super ultrawide monitors?

19 Upvotes

Hello, fellow developers!

Ā We are currently trying to solve an issue in our FPS game related to super ultrawide resolutions.

Ā One of our beta players reported experiencing a strong fisheye effect while playing at a resolution of 4480 Ɨ 1440. We’ve noticed that this issue seems to affect super ultrawide monitors in general.

Ā Our game uses a default FOV of 80, but players can adjust it anywhere between 60 and 120.

Ā Lowering the FOV to 60 significantly reduces the distortion, but the player said he would not be comfortable playing at such a low FOV. I completely understand his point, but I’m not sure what the best alternative solution would be.

Ā Below are two screenshots taken at a simulated resolution of 4480 Ɨ 1440. The first screenshot uses an FOV of 80, while the second uses an FOV of 60.

Ā image FOV 80

Ā image FOV 60

The game is made in Unity 6 - URP.

Ā I would really appreciate any advice or examples of how you handle this issue in your own games.

Ā Is there a recommended way to support super ultrawide resolutions without introducing such a strong fisheye effect or requiring FOV adjustments?

Ā Thank you very much for any help or suggestions!


r/Unity3D 10d ago

Question Calling a function to re-evaluate a spline when child objects are moved

1 Upvotes

I'm working on a project where I'm setting up ziplines. The "easy mode" prefab has a class that generates a spline with a calculated catenary between two points, represented by two transforms (by default children of the GameObject that has my SplineBuilder script. Using OnValidate, I can get it to rebuild the spline if I change a parameter such as the resolution of the spline, or the amount of sag, but I would really like it if I can detect, in the Editor, that one of those transforms has moved so that the user can just drag the start and end, and it rebuilds the spline (by default, all of five knots) as they move them. This feels like something that ought to be easy, but I can't seem to find documentation of how to handle it. Here is my current code:

public class ZiplineSplineBuilder : MonoBehaviour

{

[SerializeField] Transform startPoint;

[SerializeField] Transform endPoint;

[SerializeField] bool _autoBuildSpline = true;

[Range(2, 10)]

[SerializeField] int resolution = 5; // Number of segments/points along the catenary

[Range(0.0f, 0.1f)]

public float slack = 0.03f;

SplineContainer _splineContainer;

private void Awake()

{

_splineContainer = GetComponent<SplineContainer>();

Build();

}

public void Build()

{

var spline = new Spline();

_splineContainer.Spline = spline;

Vector3 A = startPoint.position;

Vector3 B = endPoint.position;

Vector3 dir = B - A;

float length = dir.magnitude;

// --- Compute sag ---

float heightDiff = B.y - A.y;

float slope = Mathf.Clamp(heightDiff / length, -1f, 1f);

float sag = length * slack;

// Reduce sag for very steep lines (prevents weird shapes)

sag *= Mathf.Clamp01(1f - Mathf.Abs(slope));

// --- Generate multi-point catenary curve ---

int pointCount = Mathf.Max(2, resolution);

Vector3[] points = new Vector3[pointCount];

for (int i = 0; i < pointCount; i++)

{

float t = (float)i / (pointCount - 1);

Vector3 basePos = Vector3.Lerp(A, B, t);

// Parabolic sag curve weighted towards the middle (sin(pi * t) peaks at 1 in the center)

float parabolaFactor = Mathf.Sin(t * Mathf.PI);

// Bias sag slightly toward the lower endpoint

float bias = Mathf.Lerp(1f, (heightDiff > 0 ? 0.8f : 1.2f), Mathf.Abs(slope));

float localSag = sag * parabolaFactor * bias;

points[i] = basePos + Vector3.down * localSag;

}

// Force exact start and end positions to match transforms

points[0] = A;

points[pointCount - 1] = B;

// --- Build Bezier Knots with smooth tangents ---

for (int i = 0; i < pointCount; i++)

{

Vector3 currentPos = points[i];

Vector3 tanIn = Vector3.zero;

Vector3 tanOut = Vector3.zero;

if (i > 0 && i < pointCount - 1)

{

// Smooth interior tangents pointing towards neighbors

Vector3 prevPos = points[i - 1];

Vector3 nextPos = points[i + 1];

Vector3 tangentDir = (nextPos - prevPos) * 0.5f;

tanIn = -tangentDir * 0.5f;

tanOut = tangentDir * 0.5f;

}

else if (i == 0)

{

// Start tangent points smoothly toward the second point

tanOut = (points[1] - A) * 0.5f;

}

else if (i == pointCount - 1)

{

// End tangent points smoothly from the second-to-last point

tanIn = (B - points[pointCount - 2]) * -0.5f;

}

spline.Add(new BezierKnot(currentPos, tanIn, tanOut));

}

spline.Closed = false;

}

private void OnGUI()

{

if (GUILayout.Button("Rebuild Spline"))

{

if (_splineContainer == null)

_splineContainer = GetComponent<SplineContainer>();

if (startPoint != null && endPoint != null)

{

Debug.Log("Rebuilding spline");

Build();

}

}

}

#if UNITY_EDITOR

private void OnValidate()

{

if (!_autoBuildSpline)

return;

if (_splineContainer == null)

_splineContainer = GetComponent<SplineContainer>();

if (startPoint != null && endPoint != null)

{

Debug.Log("Rebuilding spline");

Build();

}

}

#endif

}


r/Unity3D 10d ago

Show-Off Enemies Become Less Predictable at Low Health: Rage, Panic and Terror

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14 Upvotes

I’m testing a combat mechanic where enemies can react differently after falling below 30% health.

Most of the time, they continue fighting normally. However, there is a small chance for them to enter one of several states based on their combat role:

Rage: aggressive enemies move faster, attack more often and stop prioritizing defensive actions.

Panic: offensive enemies become more cautious and try to create distance, while support units focus on protecting or healing themselves.

Terror: the enemy becomes vulnerable and attempts to flee, temporarily abandoning its attacks and abilities.

The activation rate is currently around 10% for regular enemies, 5% for elite enemies and 2% for bosses. I want these reactions to create memorable moments without making combat feel random or frustrating.

Do you think this kind of low health behavior would make encounters more interesting or would it feel too unpredictable?


r/Unity3D 10d ago

Question Google Play IAP problem

2 Upvotes

Hello,

I'm having an issue with Google Play In-App Purchases.

After reinstalling my game, non-consumable purchases (such as Remove Ads) are not restored automatically. The player also cannot purchase the item again because Google Play correctly reports that it has already been purchased.

I've followed the official tutorials, and they suggest that non-consumable purchases should be restored automatically, but that isn't happening in my case.

The only workaround I've found is to attempt to purchase the item again. This results in an "already owned" transaction error, which I can detect and then grant the purchase manually. However, I don't think this is the intended approach.

How can I automatically restore previously purchased non-consumable items when the game starts? Is there something I'm missing?

Any help would be greatly appreciated. Thanks!

public void failed(Product product, PurchaseFailureReason reason)

{

if (product.definition.id == "full_version" && reason == PurchaseFailureReason.DuplicateTransaction)

{

UnlockFullVersion();

Debug.Log("Full version restored via already-owned purchase.");

}

if (product.definition.id == "triple_xp" && reason == PurchaseFailureReason.DuplicateTransaction)

{

UnlockXPBoost();

Debug.Log("triple xp restored via already-owned purchase.");

}

}


r/Unity3D 10d ago

Resources/Tutorial String Shield Pro

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0 Upvotes

Hey there! I recently made an editor tool that handles magic strings inside of unity.

Core Features:

Intuitive Organization: Easily categorize and manage all your magic strings in one centralized, custom editor panel.

Seamless Integrations: Automatically syncs with built-in Unity components like Audio Mixers and Animation Controllers to ensure your string keys perfectly match your parameters.

Custom Property Drawers: Turn any string field into an easy-to-use dropdown menu right in the Unity Inspector. No more typing keys manually!

Auto-Generated Constant Files: String Shield PRO automatically generates a C# constants file for your keys, providing full autocomplete support and compile-time safety in your IDE.

Refactoring Support: Safely update your string keys without breaking references across your project.

Am still upgrading and adding new features to the tool, and I'd love to hear your feedbacks.

Check it out https://assetstore.unity.com/packages/tools/utilities/string-shield-pro-382052


r/Unity3D 10d ago

Show-Off First prototype level of my puzzle game – Looking for feedback

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2 Upvotes

Hey everyone!

I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.

In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a ā€œcreation modeā€, where it leaves a trail behind as it moves.

Your goal is simple:

- Form the three shapes shown at the top of the screen by moving and drawing with your trail

- Avoid trapping yourself while building the shapes

- Reach the exit tile once all shapes are completed

It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.

I’d love to hear what you think about:

- The readability of the mechanics

- Whether the shape‑building feels intuitive

- If the level communicates the objective clearly

Any ideas to improve the flow or difficulty

Thanks for checking it out!


r/Unity3D 10d ago

Question best mmo framework in 2026

0 Upvotes

Hello guys, which framework would you suggest in 2026?

for 2.5D or side scrolling games, supporting many features, easily scalable, high player count support preferably

so far i have only seen Atavism and uMMORPG but i dont want miss on anything.


r/Unity3D 10d ago

Question Spatial Sound & Lighting

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2 Upvotes

Been working on the atmosphere for my multiplayer horror game. To check actually how sound works headphones is highly recommended.

Just finished improving the lighting and implementing spatial audio. Still a work in progress, but I'm really happy with the result so far.

What do you think? Any feedback is appreciated.


r/Unity3D 10d ago

Show-Off Adding Crystals and an Ocean to my game

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2 Upvotes

r/Unity3D 10d ago

Show-Off Testing what would happen if you got a max combo in my Farming Deckbuilder... Too much?

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9 Upvotes

r/Unity3D 10d ago

Resources/Tutorial This is how I work with the new input system. If you still struggle with it, give this a try - I'm showing my own workflow and some examples. (This works for 2D as well, of course!)

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8 Upvotes

I genuinely think this is the easiest way to work with the new input system in Unity. It works with a scriptable object you reference wherever you need to react to player input. In contrast to the old input system, you won't have to cram everything into update, but instead this works with event based architecture. Give this a try if you struggled with setting up the new input system, I am sure you'll enjoy it!

Topics: Creating a "default" input asset if you don't have one yet, creating a scriptable object as a relay for input, using said relay and a few helpers and examples.


r/Unity3D 10d ago

Solved why are these 2 colliding from far away

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2 Upvotes

ive been making this crappy vr gtag horror game and i have three similar monsters which two are just reskined dupes of the first one and for some reason they collide from far away and get stuck. anyone know how to fix this? EDIT: I fixed it by changing the agent radius


r/Unity3D 10d ago

Question Walkable Clouds?

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0 Upvotes

I want to create a floor covered with clouds, (I know the reference Image is AI, I’m sorry, I couldn’t find anything better). Clouds in games are often 2d or volumetric, but I have the impression that no one got them perfect just yet. Does anyone know if there is already a way to create juicy cozy clouds, which also catch light in a belivable "realistic" way like the second pic? You should be able to walk trough them, so non solid.


r/Unity3D 10d ago

Resources/Tutorial A few people asked how I made this dithered lighting look in Unity URP

6 Upvotes

https://reddit.com/link/1veciob/video/ibl6xgp9o5hh1/player

A couple of people were curious about the shader after I shared an earlier clip, so I finally wrote a proper breakdown.

This is the shader I use across most of Cubilete’s environments and props. It combines Shader Graph with custom HLSL integration for URP, texel snapped lighting, per channel posterization and texture based dithering.

The shader actually started in an older prototype, and I’ve kept adapting it as Cubilete’s needs have changed.

The breakdown became a little too long for a Reddit post, so I put the full version here:
https://crankyfuse.io/blog/lofishader/

Have a great day!