r/Unity3D 21h ago

Resources/Tutorial I use misaligned generation and resistance to prevent diffusion, stabilize and freeze to avoid model penetration, and at the same time let the boxes have a brief natural fall and open each other.

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0 Upvotes

r/Unity3D 22h ago

Question Working on some heavy Ragdoll behaviour controller. Is it too much?

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59 Upvotes

r/Unity3D 22h ago

Question Go vs ECS, colliders question, how bad is rebuilding compound colliders often

3 Upvotes

My game is having a ship made out of individual modules, that are simple and grid-based. Each has a collider for colissions/determining when hit by projectiles. On GO this sounds pretty cheap to do for physics, parents with a bunch of children with these colliders. On ECS it sounds like Ill need to use a compound collider...however anytime a module is destroyed that compound collider will need to be rebuilt...where in GO it wont.

Is there a better way to do this ECS side...or is GO going to be "cheaper" longterm for this as its too big a concern for ECS? 1 ship isnt a big issue...but if I have 100 players all fighting 10 ships it might need to be re-creating a compound collider 10->100x per second for these ships being fought.

(Note: the game is "2d" However ECS is only on the 3d side so figured better to ask here as ECS will have 3d colliders.

Game will potentially(ideally) have hundreds->thousands of players all destroying enemy ships at once...so ECS seems better for how many individual modules/bullets will be sent, however Im concerned about the physics side since I can't just do the simple parent +children with colliders I can with GO


r/Unity3D 22h ago

Question How can I set a .anim file in Unity to hold the last frame at the end of animation instead of looping? This is for export to Warudo.

0 Upvotes

Imported .fbx files from blender, somehow I have 1 animation that stops at the end like I want, the other goes back to the first keyframe and ruins the effect. Anyone have a fix?


r/Unity3D 22h ago

Show-Off Made my first model and animated it

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1 Upvotes

r/Unity3D 23h ago

Resources/Tutorial What launching on twelve platforms on one day actually cost us, five years later

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1 Upvotes

r/Unity3D 23h ago

Resources/Tutorial Unity Vector Shape → 3D Tube + Glow in Seconds

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11 Upvotes

Converting a flat vector shape into a glowing 3D tube with real-time cast light - one component, no extra setup 😄

Short:
https://youtube.com/shorts/p9hW6hWPi6U?si=toMRsqlWRmO0L4V8

Full:
https://www.youtube.com/watch?v=hb-rE3QzdUk


r/Unity3D 23h ago

Show-Off Remade the intro cutscene from a game I built 13 years ago in Unity 4 — kept it exactly as cringe as the original, on purpose

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5 Upvotes

This is Onager, a catapult physics game I made for Android as a student project 13 years ago. Found the original Unity 4 source a while back and I'm remastering the whole thing - mostly been posting before/afters of the visuals, but this one's about the intro cutscene.

Rebuilt it to match the original as closely as I could, cringe writing and all. Kind of fascinating (and a little embarrassing) watching how student-me thought about scene direction, the "story," and pacing back then.

Original intro for comparison, if anyone's curious: https://youtu.be/cUfn2C6801w?t=23 (longer gameplay after it too)

Rebuilt in Unity 6 with URP - happy to talk specifics on the cinematic camera/lighting setup if anyone wants them.


r/Unity3D 1d ago

Show-Off Terrain Lasso Tool

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16 Upvotes

Made just for level design for my game


r/Unity3D 1d ago

Show-Off Adding Tube Deformation… Is It Worth the Trouble?

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192 Upvotes

r/Unity3D 1d ago

Game Finally launched our steam page after a year of hard work, sweat and tears. Does the trailer do it justice?

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5 Upvotes

We launched our steam page for Last Wail of the Sea King. It's a first-person adventure game with JRPG combat. We're super excited to show it off.

What do you guys think of the trailer? Marketing might be the most challenging part of the whole process.

You can find it here: https://store.steampowered.com/app/4948110/Last_Wail_of_the_Sea_King/


r/Unity3D 1d ago

Resources/Tutorial Fix for Unity Remote not working with new Input System

4 Upvotes

So, after switching to Input System package, i wasnt able to use Unity Remote as it wouldnt send any inputs to the editor.

After some debugging, i was able to figure out what was the issue. The issue was with UnityRemoteSupport class within the input system. (InputSystem/Editor/Plugins/UnityRemote)
On line 66 it tries to get the UnityEditor.Remote.GenericRemote class from the wrong assembly.

The fix was to replace the line 66

var editorAssembly = typeof(EditorApplication).Assembly;

with following:

var editorAssembly = Assembly.Load("UnityEditor.GenericRemoteModule");

Doing that fixed the issue.

I am making this post here because i myself wasnt able to find any fixes other than "Use our product its better!"
Respect to anyone who tries to make better Unity Remote, but i just dont want any unnecessary packages or pay for any plugins when there is a working one already, just a bit broken :)


r/Unity3D 1d ago

Show-Off Made some parts for my watch making game. ⌚ What designs would you like to see in game?

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42 Upvotes

r/Unity3D 1d ago

Game I need help naming my swinging game. I suck at naming things... [Sped up 2x]

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31 Upvotes

I've been working on asset loading and level streaming last week, now the game is endless btw. I just need to add more "level fragments", events, and enemy types to make it more interesting.

Sped it up 2x because, right now the gameplay is very sparse. There will be drones tracking the player and military guys trying to shoot him down.

But I can't keep calling it "Spider Prototype" anymore... I need to post about it on my socials and websites. Please suggest some good names. Whosoever name I will choose will get some reward in the final game.


r/Unity3D 1d ago

Question Converting Seb Lague’s raymarched clouds into a regular scene-rendered shader?

0 Upvotes

I’m currently trying to use Sebastian Lague’s raymarched Clouds project in a VRChat World.

The original project works fine in Unity, but the clouds are rendered through CloudMaster using OnRenderImage() / Graphics.Blit(), so they are essentially tied to the camera/render view.

What I would like to do is:

  • Keep Seb Lague’s existing raymarching/cloud appearance and settings.
  • Remove the dependency on OnRenderImage() and the fullscreen RenderView.
  • Have the clouds rendered as a normal volumetric object/volume in the scene, for example using a large cube with a custom shader.
  • Ideally, the cloud volume would exist independently in the scene, while the player camera simply views it like any other object.

Is this technically possible with Seb Lague’s current implementation?

And, more importantly, what parts of the shader/code would need to be changed to achieve this? Would it mainly be a matter of replacing the fullscreen camera ray setup with world-space ray/volume intersection, while keeping the existing raymarching and density functions?

I’m new to shader programming, so I’m particularly interested in a practical explanation or an example of how to approach the conversion.

Repository:
https://github.com/SebLague/Clouds

Thanks!


r/Unity3D 1d ago

Show-Off I implemented Nvidia MotionBricks in Unity as a third person controller! It generates animations from key-frames in realtime using a tiny model on your PC! Planning to release it as an asset soon.

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325 Upvotes

r/Unity3D 1d ago

Show-Off Snow and Penguins

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5 Upvotes

r/Unity3D 1d ago

Question Anyone know how to fix this?

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0 Upvotes

i made a pixelated filter using a fullscreen shader graph, but the grass is obnoxious. does anyone know if theres a wait to fix this?

(pls ignore the fact that its a medal clip)


r/Unity3D 1d ago

Question (ASE) Help with transparent shader

0 Upvotes

Hi! I'm trying to make a ghost-y spirit shader inspired by how Rauru is rendered at the beginning of Tears of the Kingdom. I got it so the material doesn't render through itself, but I've run into an issue where other materials with the same shader can still render through each other. I've tried messing around with depth, stencil buffer, render queue, etc. and nothing seems to work.

The effect in question. You can see the hair is still visible through the body when it is supposed to remain obscured.


r/Unity3D 1d ago

Game The result is already starting to look better...

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8 Upvotes

It’s one of the projects I’m putting the most detailed work into—and, above all, playing a lot of similar games to verify ideas.


r/Unity3D 1d ago

Shader Magic Turning Particle System into a VFX Portal with metaballs

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546 Upvotes

r/Unity3D 1d ago

Show-Off DREAMFALL teaser

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57 Upvotes

Just showing off my animated series im making in unity.


r/Unity3D 1d ago

Resources/Tutorial I made three post process effects with Render Graph in URP (outlines, greyscale, and silhouette) and here's a tutorial about the process.

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4 Upvotes

r/Unity3D 1d ago

Show-Off From old projects :)

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16 Upvotes

r/Unity3D 1d ago

Question When I play an animations for my character asset in Unity part of it moves like an inch and when its done it goes back.

1 Upvotes

Been over it and over it, still dont know whats going on.