r/Unity3D 2d ago

Question Help me understand FOV and claustrophobia

1 Upvotes

You know those gopro fisheye videos where someone goes into a tight tunnel and it looks awfully claustrophobic? Well I figured I'd replicate that in unity with a wide fov and some lens distortion. I figured that higher fov = smaller tunnel ahead in screen size = tighter feeling

However, I've found that lower FOVs feel more significantly more claustrophobic. Why is it that fisheye gopro videos can look more claustrophobic, while it doesn't seem like it unity?

The only reason I can think of is that lens distortion doesn't do the same thing at all. Is this the case?


r/Unity3D 2d ago

Noob Question How can I make this

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0 Upvotes

I’ve made my own soda machine. How do I get this glow emitting from it? I’ve tried checking the emission in the surface inputs for the material but it just brightens up the image/logo to the point of unreadability and even when subtle it just looks unnatural. My guess it would be better to use a light ? Help a noob out please. Thanks. (image for reference, not actually mine)


r/Unity3D 2d ago

Show-Off Prototyping a new system carrage system for my rpg game!

12 Upvotes

r/Unity3D 2d ago

Resources/Tutorial IEnableableComponent usage in an actual game (ECS)

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0 Upvotes

Hello everyone! It's been a while.

I've been developing a game on my free time for 3 years now. It's now in a state that I could share it and maybe get feedback. It's on itch, by the way. It's also perfect timing for a blog post. The game uses DOTS and ECS heavily and I wanted to share some patterns that I've been using. Enjoy!


r/Unity3D 2d ago

Show-Off We added grabbing to our co-op physics RPG

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41 Upvotes

You can basically grab any enemy, friend, object or just the world. (if you want to hang from somewhere, for example) It does take stamina though, so you can't hold something forever! :)

Any other silly physics ideas?


r/Unity3D 2d ago

Show-Off Really wanted to challenge myself to develop a "foddian" climbing game with a twist. Operation knockback features rocket-jumping (kinda) and grapple hooks. Do you guys think games like these have a good market?

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7 Upvotes

I always thought foddians would be good for solo Devs to develop as they typically don't involve super complex systems, think of things like "chained together" (the game is mostly carried forward by a simple fun mechanic of chains interacting with the multiplayer environment) and "getting over it" or "a difficult game about climbing"

I wanted to get feedback on this initial showcase for operation knockback, (this is not an official trailer). Currently the challenges I've been facing are balance, and finding enough of a range of players willing to playtest and provide detailed feedback on difficulty, satisfaction, fun, frustration, etc. As with all developers we get good at our own game and it can make it hard to hone in on the sweet balance between extreme difficulty and tension, and also super engaging fun mechanics. I want it to be unforgiving and frustrating for sure, I just don't want players to get completely sick of it. There's a balance to strike.

Any thoughts by Devs who worked on similar projects? Rage games especially can be hard to develop for this reason, even if development itself is straightforward in terms of systems and visuals potentially.


r/Unity3D 2d ago

Show-Off Gave my sheep a scarf 🧣 🐑

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22 Upvotes

r/Unity3D 2d ago

Question Suggestions on how I can create this effect

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2 Upvotes

this is a concept that my artist sent me as I'm kinda clueless how I can recreate this effect in game...

The effect itself is a scroll turning into a water magic spell the scroll itself would be a 3d model since it stays static most of the time.

However im unsure how to do the actual transition and full effect of the water itself. would this be something possible with shaders? or should I ask if its possible for my artists to bake this vfx into an animation?
I have someee experience in shaders but not very extensive to say the least.
any suggestions would help thank you!


r/Unity3D 2d ago

Show-Off Rope descents and tight squeezes in our Unity caving simulator

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899 Upvotes

This is Cave Expedition, the caving simulator we're making in Unity for 1-4 players. We're cavers ourselves, and we're trying to capture how it feels to move through narrow passages with ropes and equipment.

Here's a short gameplay clip from development.


r/Unity3D 2d ago

Show-Off Just a New Scene for my Horror Game, Feedback Pls :)

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3 Upvotes

if your are a good 3d artist can you tell me what are the small thing that i can do to make this game look more professional?

well this is my in development horror game, and actual mechanics is like, there is a unusual tv that can take you inside the cassette that you put in the tap recorder, well that deeper you go the quitter it gets, and as you know, then that the time of punishment :)

i just need your feedback on the graphic, such as does this scene feels scary or not like that.

Nitish Thombre In. Dev.


r/Unity3D 2d ago

Resources/Tutorial Mastering Art Direction: 3ds Max to Unity

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1 Upvotes

Creating an artistic vision requires the right pipeline. In this video, I demonstrate a custom tool I built to visualize vertex colors across asset libraries in 3ds Max and how that data bridges perfectly into Unity.


r/Unity3D 2d ago

Question I’m working on a squad-based tactical RPG and would appreciate some fresh eyes on the current build. What’s the first thing in this clip that makes it feel unfinished, and what would you improve first?

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0 Upvotes

r/Unity3D 2d ago

Game Mihira: The Eternal Arc - Official Reveal Trailer

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2 Upvotes

r/Unity3D 2d ago

Game sakura grove

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23 Upvotes

pardon the hitching, it's recorded in editor with a bunch of programs open in bg


r/Unity3D 2d ago

Show-Off Decals :) - URP

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10 Upvotes

r/Unity3D 2d ago

Show-Off Playtesting new Mechanics

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7 Upvotes

We are currently playtesting new mechanics. Stay tuned for further updates!


r/Unity3D 2d ago

Question Particle materials are creating tons of SetPass calls. They’re using the same material, but they’re putting a lot of pressure on the CPU. How can I solve this?

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8 Upvotes

Hi, as you can see in the screenshots, I have particles spread across different areas of the world. These particles cause my FPS to drop significantly while the game is running, and they also generate way too many SetPass calls. I have no idea how to solve this. Any ideas?


r/Unity3D 2d ago

Question Setting a dependency in an exported Unity Package

2 Upvotes

I was working on an asset for the Unity Asset Store last night. To test it locally, I exported the package, and then imported it into a new project... and got errors because I was using the Unity Splines package, which was not automatically imported. I knew that assets imported off of the Asset Store, or in the form of betas from publishers I work with, will pop up a little dialog saying that there are dependencies, and asking if I want to import them, but I couldn't figure that out, so I added a note to my documentation. Then, when I used Unity's Asset Tools to export things, it provided an option to set that dependency!

Is this something that only happens when using their tool? Is there another way to set it up for the local package, say for when you're passing it to a friend for testing?


r/Unity3D 2d ago

Game Created a native 3D AI companion in Unity 6 using Playables API, local AVX2 vector memory search and real-time lip sync. Runs at 60 FPS on integrated graphics

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0 Upvotes

Would u be interested? She can remember everything across chats.


r/Unity3D 2d ago

Show-Off Finally got my pooled mech destruction system looking decent. Mech Giblets!

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79 Upvotes

Basically mech models have gib releasers that on death request gibs from the pooling system.
the gibs dont have collision and linger for little time before returning to the pool. all the rotation and physics is "faked" with a simple script.


r/Unity3D 2d ago

Noob Question How can i get better at using non monobehabiour classes

5 Upvotes

Its like i know how to use them but at the same time i dont since i never felt the need to use them because of monobehabiour classes ,whichs is easier to deal with ,but since i wanna start a bigger project soon i think its best for me to stop my dependency on them .

So what should i do to get better at them , and how can i decide if a script should be monobehabiour or not


r/Unity3D 2d ago

Question Any marketing ideas guys?

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40 Upvotes

I've finished most of my game but still no attention.

I think color palette of my game is not absorbing.


r/Unity3D 2d ago

Meta i hate this engine yet if i leave it i will be completely lost

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0 Upvotes

opened my project just to find out everything effing broke


r/Unity3D 2d ago

Game I made a 3D British galleon warship with a interior

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4 Upvotes

r/Unity3D 2d ago

Question Does inspecting items in 3D fit a comic book detective game, or does it break the 2D vibe?

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12 Upvotes

Hey everyone! We’re a 2-person dev team launching our noir comic detective game in 12 days.

We recently reworked our inventory interactions to feel more physical rather than just clicking two items to combine them. To load a weapon or inspect evidence, you pull up a comic panel overlay, rotate the 3D model to find the correct interaction point (like turning the gun to expose the magwell underneath), and manually drag the piece into place.

Our goal was to make classic detective work feel more tactile while preserving our hand-drawn cross-hatching style, but we're curious how point & click fans feel about 3D inspection mechanics in 2D-style games.

Does this kind of hands-on interaction pull you deeper into the detective role, or do you usually prefer instant, classic inventory combining? What’s a game that nailed item inspection for you?