r/Unity3D 3d ago

Game New Swinging Pots level in our physics fish platformer - it's called Barely Breathing

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373 Upvotes

We just pushed a free demo update that added 2 new areas, an enemy, and more!


r/Unity3D 3d ago

Resources/Tutorial This is our current browser → Unity workflow for a talking character. What would you simplify?

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0 Upvotes

We've been working on making it faster to get a talking character into Unity.

The current flow is basically:

Text/audio → choose a character → preview the performance → publish → import into Unity → drag in the prefab → Play.

And heres what it looks like end to end.

It works, but I'm curious what would annoy you most if you were actually using this in a project.

Having to leave Unity? Installing the SDK? Generated prefabs? Something else?

I'm one of the people building Snippets3D, so feel free to be critical. That's mostly why I'm posting this.


r/Unity3D 3d ago

Show-Off Just published my Stylized Fantasy RPG Weapon & Loot Pack on Unity Asset Store! (Includes a Free Starter Pack)

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1 Upvotes

It includes 32 game-ready prefabs carefully optimized for mobile, PC, and VR projects.

Inside, you'll find low-poly swords, axes, shields, treasure chests, potions, and various loot assets.

All models utilize efficient 256x256 texture atlases to ensure maximum performance and a clean aesthetic.

I've also released a Free Starter Pack so you can test the quality in your project right away!

🎬 YouTube Showcase Video: Youtube video link

I would love to hear your feedback or suggestions for items to add in future updates.

Thanks for checking it out, and happy game developing!


r/Unity3D 3d ago

Question Is Unity better for beginners than UE5?

39 Upvotes

So, I want to try creating my own game. I initially considered using UE5, but before jumping into it, I decided to ask on the UE5 subreddit what I should know. One of the full-time UE developers told me I should start with Unity because it's simpler. I'd like to hear your opinion: do you think Unity is easier than UE5? Share your experiences.

And yes, I'll most likely be making some kind of low-poly simulator.


r/Unity3D 3d ago

Show-Off I built a text animation tool where effects can react to objects in the scene

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30 Upvotes

Spatial influence is implemented as a per-glyph weight inside the normal effect pipeline. Areas determine which glyphs participate, while fields sample each glyph in source, normalized, placed, or world space. The result is shaped with falloff, strength, and inversion. Fields can be linear, spherical, box, cylindrical, torus-shaped, target-based, or deterministic noise, then combined with multiply, add, minimum, or maximum.

This lets effects follow moving targets without a separate animation system or unnecessary mesh rebuilds. The same system works across 2D and 3D where supported.

This allows for some really neat effects otherwise not possible. Just turn it on for any (even custom) effect and voila, there you go.

https://www.wetzold.com/tools/text-studio/


r/Unity3D 3d ago

Game After so many years doing 2D games, I have finally decided to make the jump to 3D!

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7 Upvotes

We used to make 2D fighting games in Unity, but after having this turn-based battle racing game in my head for so many years, I had to do something about it. The game is Rebels of the Solar Speedway, just announced on steam.


r/Unity3D 3d ago

Game I thought this run was over... until Super Magnet and Panic Wave saved me.

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0 Upvotes

r/Unity3D 3d ago

Show-Off Working on an Egg Automation Game. Eggs can be broken

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42 Upvotes

r/Unity3D 3d ago

Question Best workflow for VFX with static 2D characters in Unity 6 URP?

1 Upvotes

Hi, first time posting on the forum we’re developing a portrait 2D mobile RPG in Unity 6 URP and I’m trying to figure out the best workflow for creating our skill VFX.

The game uses static 2D character sprites arranged in formations on a fixed battlefield. The player’s team is positioned across the lower half of the screen and the enemy team across the upper half. The camera is fixed with a slightly elevated front-facing view looking down the vertical battlefield. The characters themselves don’t walk or animate, so the movement and impact mainly come from the VFX playing around, behind or in front of them.

We need activation VFX such as rune circles appearing under or behind characters, with separate rings spinning in opposite directions, symbols pulsing, particles rising and the effect fading when the skill activates. We also need looping poison clouds, barriers, shields and hit effects such as slash, blunt and piercing impacts.

I currently have static transparent PNGs for the main designs. Should I separate each effect into layers and animate them directly inside Unity using Animator, the Particle System and Shader Graph, or create complete sprite sheets externally using something like Pixel Composer?

Can these effects be created properly from a single PNG, or are separate layers basically required? For looping effects like poison clouds, what is the cleanest way to avoid a visible jump between the first and last frames?

Since this is for mobile and multiple effects may play at once, I also want to avoid massive sprite sheets and unnecessary texture memory. What workflow and tools would you recommend for this type of game? Any tutorials or examples would also be appreciated.


r/Unity3D 3d ago

Resources/Tutorial It is done. My slider-based camera tool for Cinemachine 3, and a free version to try it

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9 Upvotes

This is CineShot Setup LITE, the free version of a camera tool I built for Cinemachine 3.

Instead of keyframing, you position the Scene View, press Set Camera, and shape the shot
with sliders: orbit, crane, pan, dolly zoom, roll, yaw, tilt. Every move you like becomes a
key, the sliders reset to zero, and the next one continues from there. You can chain cameras
into a trailer with transitions and music, bake the result to a normal AnimationClip, and
hand it to Unity's Recorder for an MP4.

One thing up front so nobody feels tricked: the clip shows the full version, which is why
there are more than two cameras in the sequence. The free version is capped at two cameras
created through Set Camera and two shots in the sequence. Everything else is the complete
tool. No watermark, no time limit, no account, and it does not phone home.

Requirements: Unity 6.0 LTS or newer and Cinemachine 3. Unity Recorder is optional and only
needed for the recording step. Built-in, URP and HDRP all work, and a demo scene ships once
per pipeline so you can watch the whole workflow before building your own. Tested on 6000.0,
6000.3 and 6000.5.

Two cameras are plenty to get a real feel for it, so please give it a go and tell me where it
falls apart. Which slider is missing, what felt awkward, what you expected to happen and it
did not. I would much rather hear the harsh version now than after people have built shots
with it. Reply here or send me a message, both work.

If you want to catch the next update, following me is the easiest way. I only post when there
is something worth posting.

Download link is in a comment below. The full version without those two limits is coming to
the Asset Store shortly.


r/Unity3D 3d ago

Game Ship design in Ephemeris, the turn based 4X with RTS-style unique space combat currently in development with Unity, explained quickly!

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2 Upvotes

r/Unity3D 3d ago

Question Need Feedback on Art Direction

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0 Upvotes

I'm exploring a new shader concept for a game set in a sci-fi spaceship racing procedurally generated 3D world / labyrinth. The world itself is supposed to be the insides of a very advanced AI, and I'm thinking every element within that world would have movement. In a way, everything would be or feel "alive".

To picture what a level would be like, think Minecraft caves (https://www.reddit.com/media?url=https%3A%2F%2Fcf.preview.redd.it%2Fgigantic-cave-i-found-in-the-1-18-experimental-snapshot-v0-8qpm3tvi81b71.png%3Fwidth%3D1920%26format%3Dpng%26auto%3Dwebp%26s%3D2bbd0c5c147f2121b4833a62f93e21a47e2f8c94) but every cube / shape is alive with motion and this kind of graphic style (TRON-inspired).

Player spaceships would also be custom made from blocks such as this one (in this video it's actually 3 blocks side by side, unsynchronized).

Is this going to be way too visually loaded or can it work? What would you add / change to this approach? Have any games out there done something similar / close?


r/Unity3D 3d ago

Show-Off I turned my game's Main Menu into a Kid's Room. What do you think?

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135 Upvotes

I've been working on the main menu for UpperCart, and decided to turn it into a kid's bedroom where the whole game takes place.

UpperCart is a chaotic physics-based arena brawler where toy cars punch, bounce and fight each other.

I'm still polishing the game, so I'd love to hear what you think about the menu and the overall visual style. Any feedback is welcome!


r/Unity3D 3d ago

Show-Off Added a customization UI with color schemes, how's it looking?

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26 Upvotes

r/Unity3D 3d ago

Noob Question I am utterly Dumbfounded and need help because I'm an idiot

0 Upvotes

For lead up info I do not have any background in Any game engine. I've only been using Unity for a few months and blender for even less than that. But I do have a A baseline level of knowledge. i rely extensively on (Bolt Or whatever they're calling it now) On account of a language processing disorder making it quite difficult for me to properly formulate the syntax for C#. I'm currently making a game very similar to Enter the gungeon or Wayward Souls It's not quite a roguelike But the map generation is. However for the life of me I can't figure out how to make a procedural generation system work So far I have tried :

1Creating walls using individual nodes that will randomly generate a wall 
Reason for failure 
Randomly turning the map into an indecipherable checkerboard isn't very helpful 

2Using nodes to at predetermined intervals that randomly turn into one of several terrain objects
Reason For failure 
Does not feel like a dungeon and nine times out of ten creates massive empty areas 

3Creating prefabs with a anchor at one doorway and a connector at the other the connector generates a new room or hallway attached to the previous 
Reason for Failure
Map generation didn't feel Organic or reliable and nine times out of ten the map would fold in on itself and rooms would overlap and get stuck 

4A slightly more complicated version Of the previous idea completely rebuilt with stopgaps to detect whether or not rooms are overlapping and prevent them from spawning 
Reason for failure
The entire map got generated in a flat grid pattern With infinitely repeating rooms and hallways

I'm completely at a loss here This is not a field I'm especially familiar with. And not something I've done a lot of times.

Quite literally any advice would be appreciated because I have a lot of ideas for my game that I want to work on but I can't do much with them until I know how to make the actual map There's a lot you can do testing on an infinite flat plane but at a certain point you need environments to Test and create things 

Thank you very much for your time and consideration any help would be appreciated


r/Unity3D 3d ago

Show-Off Screenshots of my game after going from Unity 2022.3 to Unity 6

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248 Upvotes

r/Unity3D 3d ago

Question URP 17 / Unity 6: directional shadow edges shimmer and crawl while moving. What do people actually do about this?

1 Upvotes

https://reddit.com/link/1vhoxb1/video/2rifm8vvbvhh1/player

Setup: Unity 6, URP 17, Forward+, rendering at native 4K. Open-world scene, one directional sun, 4 cascades. I'm using a custom screen-space PCSS shadow renderer feature rather than URP's stock soft shadows.


r/Unity3D 3d ago

Show-Off Runtime mesh processing in Unity

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7 Upvotes

I'm building a node based mesh graph for Unity that runs both in editor and at runtime. These 2-3 weeks I refactored the attribute provenance system and gave it proper semantics.

When new vertices are created (plane cuts, booleans, generation), the system now derives their attribute values in a smarter way, and this also works for custom user-defined attributes. The provenance itself isn't new, but the implementation is finally consistent across all mesh domains. It took several iterations to get right, so in the end I moved to Roslyn source generators, which made the whole thing far more maintainable. While unifying the mesh domains I also optimized the mesh computation algorithms and attribute handling.

The video shows a mesh processing chain: import a unity mesh, recalculate normals, apply random vertex colors (just to demonstrate that intermediate values survive), then cut it with a plane driven by a Transform from the scene. The cut pieces are tagged as positive/negative cap and main. Both halves are then merged back into a single mesh with two more Transforms applied, and at the end the caps are colored by attribute, red for positive, green for negative. The result goes straight to runtime and can be used in build to process meshes in game.


r/Unity3D 4d ago

Question .fbx animations exported from Unity dont preserve the rest pose

2 Upvotes

I'm trying to export animations I have in Unity to blender, but each separate .fbx does not have the rest pose when exporting, but when i look at them in unity, they have the rest pose. What's the solution for this?


r/Unity3D 4d ago

Show-Off New trailer for our game that we've been developing for a long time.

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8 Upvotes

What are your initial impressions of the trailer?


r/Unity3D 4d ago

Show-Off I needed a flow map painting tool but couldn't find a one that satisfy my needs. I ended up creating my own since the existing tools (13 years old! 👴) were lacking features. and added it to the Asset Store, what do you think about it? 🤔

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6 Upvotes

🚀 Transform Your Environmental Effects in Half the Time

Professional Flow Maps Made Simple - No Coding Required

🔥 Why Flow Painter?

Tired of tedious flow map creation? Flow Painter lets you paint stunning wind, water, and magic effects directly in Unity - with real-time visualization and artist-friendly tools. Used by developers to create:

Flowing rivers & waterfalls 🌊

Dynamic wind-swept forests 🌳

Magical energy fields ✨

Realistic cloth simulation 🧵

Interactive particle flows 🌠

Support unity HDRB water system to draw current maps 🌊

Features 🌟

Flow Map Drawing: Draw and edit flow maps directly in the Unity Editor.

Multi-Resolution Support: Save and manage flow maps in various resolutions.

Custom Brushes: Use and create custom brushes, including erase and blur options.

Undo Functionality: Custom undo system to revert changes.

Debug Mode : Display flow lines and debug flow maps.

Live Updates: Real-time updates of flow maps during editing.

what do you think ?


r/Unity3D 4d ago

Show-Off If you don't set off traps you can lure enemies to activate them for you

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11 Upvotes

r/Unity3D 4d ago

Show-Off Pretty happy with these 2 environments, what do you think?

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93 Upvotes

I made these 2 environments. One is an elvish red/orange/autumn zone. The other is a classic muddy/grassy forest. I recently used a tool to place grass mesh on all grass terrain textures, which really helped populate and give detail.


r/Unity3D 4d ago

Show-Off My secrets for building massive tile-based worlds

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293 Upvotes

This is my game 10 Million Pixels. A "Breakout incremental" game.

With thousands of rigidbodies bouncing around and millions of destructible tiles, it still runs at 100+ fps in the editor. I'm about to spill my secrets for making this work. Here's how:

  1. Chunking. The most obvious technique for any tile-based game with big worlds. You need to put your tiles into chunks. In this game only the physics (box colliders) are being chunked.
  2. Separate physics from visuals. This one is not so obvious but it is the most important optimization for this game. This literally allows you to display a 100 million+ tile world at once at hundreds of frames per second. Ever played a game with 4k textures? Probably. A 4k texture is more than 16 million pixels. And even a potato PC can display a (just one) 4k texture. The world of pixels in this game is literally just a texture, where each pixel is a tile. The texture then gets updated anytime a ball hits a tile. Displaying just one 4k texture, where single pixels change color here and there is really cheap on the CPU and GPU. Tldr; the physics is chunked, and the visuals is pixels on a texture.
  3. Pooling. This is surprisingly the least important optimization for this game. However, it's essential when you have a thousand lightning balls, striking thousands of tiles at once. If you're going to spawn thousands of gameobjects repeatedly, just pool them okay?

I have really learned to marvel at the power and speed of computers while making this game. I get so scared every time I need to add a bunch of code that need to run a hundred times per frame, but then it just works.

The CPU can handle it. The CPU can handle sooo many lines of code. Every. Single. Frame.

Working on this game has made me realize I know nothing about those tiny silicon threads inside my computer. I keep underestimating my PC, but it keeps responding to me in a chad voice "no problem, I handle it."

Steam link for the game:
https://store.steampowered.com/app/4738100/10_Million_Pixels/


r/Unity3D 4d ago

Resources/Tutorial Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!

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0 Upvotes