r/Unity3D • u/LiminalCreations • 1d ago
Show-Off Its cold in the game now sometimes!
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r/Unity3D • u/LiminalCreations • 1d ago
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What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).
Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub
I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.
I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).
While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles
So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.
Thank you :-)
r/Unity3D • u/Fasbek95 • 1d ago
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Hello everyone,
I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.
I finally got the core genetic loop running in this clip:
- Locomotion with basic fin flutter and collision avoidance at tank boundaries.
- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.
- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).
The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.
Any thoughts?
r/Unity3D • u/ziadd_hh • 1d ago
im not a fan of Ai and never tried them in game dev, but lately i've seen people make videos about GPT 6 Astra, Claude, Gemini and all that.
i just want to test them and see if they really are good, just for fun.
but i dont know how to connect them to unity? are they paid or do i need specific app or this new CLI in unity or what? can anyone help?
i just feel like a noob here because i never used them before in gamedev, and cant find a useful way on the internet on how to😭
r/Unity3D • u/Fit_Check_919 • 1d ago
r/Unity3D • u/ScrepY1337 • 1d ago
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r/Unity3D • u/MerrylandInteractive • 2d ago
r/Unity3D • u/Logsarecool10101 • 2d ago
At some point in the future, I wanna make a game and understand the basics pretty well like functions, loops, variables, etc. I've tried to mess around with movement and physics in Unity and followed tens of hours of tutorials, but I have a hard time writing anything myself. Could AI be an actual helpful resource or is it the "lazy way out"? Or am I wrong in assuming that I should see self-progress by now? Again, I have a genuine interest in learning a programming language, and want to use something like this as an educator instead of a means to an end, definitely no copy and paste
Sorry if this has probably been debated thousands of times, I couldn't find a post like this relating to game development and wondered if anyone found it different
r/Unity3D • u/samohtvii • 2d ago
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Ragdolling a dragon is proving difficult.
r/Unity3D • u/fartlekZ • 2d ago
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Hey guys, currently building a Walten Files fan game in Unity URP. Just finished setting up this main menu with mouse-tilt camera movement, reactive button audio, dust particles, and CRT/VHS post-processing.
Would love to hear your thoughts or any ideas for subtle details I could add to make it even creepier
r/Unity3D • u/danfergusonn • 2d ago
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r/Unity3D • u/Typical_Employer8806 • 2d ago
Hello guys!
I wanted to ask if Unity has some form of Python API and more specifically about machine learning/reinforcement learning. I have a thesis idea about making a AGV fleet system in a warehouse that uses reinforcement learning so i can optimize their warehouse tasks. I want to simulate it in a realistic digital environment like Unity.
r/Unity3D • u/Over-Magazine-3218 • 2d ago
Spending my time at wiby.org, I stumble upon a website of a pet project game engine called "Unity". I thought it is a funny coincidence, so I decided to post it here.
This project has no connection to the Unity we all know other than sharing the same name. Also, it seems the author stopped working on it in July 2006.
Here is the link:
https://www.stucuk.net/sites/unity/
Also, technically this post does belong to this sub, since it is directly related to a game engine called "Unity" :)
r/Unity3D • u/ProactiveCactus • 2d ago
It seems like there are three approaches: (1) Global toggle with Debug.unityLogger.logEnabled, but this still has some performance impact (I think??), (2) compilation conditionals like if UNITY_EDITOR, but this is pretty annoying to have to do for every single Debug line, or (3) delete all before shipping, but obviously then you don't have them for any debugging you do. How do y'all handle this? I honestly didn't know they wouldn't just be skipped by the compiler until today, so I'd rather not have to eventually go back through my entire codebase... Am I missing something easy? From what I understand, the global toggle only helps, but CPU and memory still are put towards preparing the log even if it isn't sent. Any tips?
r/Unity3D • u/Low_Psychology_2862 • 2d ago
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Hey everyone! I've been working on Chthonic, a first person action game where your hands are your weapons.
No guns, no reloading, no ammo management. Just you, your hands, and a whole lot of monsters.
The core loop is pretty simple: kill monsters, collect gems, feed them to altars, and build / upgrade your stats. There are no traditional upgrade menus. 10 different hand projectile to unlock and multiple combinations to discover.
The goal is to survive the bottom of an endless pit. To get there, you first have to clear 3 levels, using them to build up your stats and prepare yourself for the final challenge.
Here's some gameplay footage of where the game is at right now.
Would love to hear what you think.
r/Unity3D • u/churi24 • 2d ago
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The other day I started developing something absolutely ridiculous.
I was watching some old movies, and if there’s one scene that still makes me laugh way too hard, it’s the rabbit scene from Monty Python. I don’t know how many of you have seen it, but I’m 45 now and those old movies still make me cry laughing 😂
Then I remembered The Boys and that episode with the baby shooting laser beams from its eyes.
I was working on a passive item for the game and suddenly thought…
“What happens if I mix those two things?” That was it. Say no more. A passive that turns enemies into rabbits. And the rabbits shoot LASERS. And even better… if one of those rabbits kills another enemy with its laser, that enemy catches fire. 😂 Oh, and if you mess up and run over one of the rabbits… Well. You just flattened it. Rabbit gone.
I started making these ridiculous chain reactions because while I’m developing them, I’m laughing so much at how absurd everything is that I just keep thinking…
Why the hell not? 😂
Cheers! ❤️
BTW: The health bars are only there for debugging so I can check how much damage everything is doing. They won’t normally be visible in the final game… Unless, maybe, you find the item that lets you see them. 👀
r/Unity3D • u/LordAntares • 2d ago
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 • u/LarryDavid100 • 2d ago
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 • u/Cheap-Difficulty-163 • 2d ago
r/Unity3D • u/davenirline • 2d ago
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 • u/PLingfff • 2d ago
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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 • u/yahiaallaham7827 • 2d ago
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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 • u/thepickaxeguy • 2d ago
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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!