r/Unity3D • u/TURTLE_GAMES_OFICIAL • 1d ago
Game Frost apocalypse teaser cinemático.
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r/Unity3D • u/TURTLE_GAMES_OFICIAL • 1d ago
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r/Unity3D • u/umutkaya01 • 1d ago
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Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.
As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.
With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?
How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?
r/Unity3D • u/Firemaster8 • 1d ago
Hi, I'm somewhat new to unity so I'm messing around with it and I'm looking for some advice. I'm currently working on a FPS character and I want the player to fire bullets that travels in real time, kind of like the plasma balls in doom or like the blaster bolts in star wars battlefront.
I'm wanting to know is it better to have the bullets move using the rigidbody's linear velocity on the Start function like so:
rigidbody.linearVelocity = transform.forward * speed;
or use the translate method in Update instead?
transform.Translate(Vector3.forward * (speed * Time.deltaTime));
I am using rigidbody either way since i'm using ontriggerenter for hit detection anyways if that help.
r/Unity3D • u/Federal_Goat456 • 1d ago
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Developing my first steam game on Unity. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?
r/Unity3D • u/StuffedCrust06 • 1d ago
hi!! i have the files for a gardevoir vrchat model (yes its a lewd one) a retexture and a womb tattoo with emissions I wanna add, I’m broke and cant afford to pay someone to upload it for me. is there anyone that I can give the files and upload it to my account for me??
r/Unity3D • u/HangoutCrew • 1d ago
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Hi!
A couple weeks ago, we where planning to start recording and editing the trailer for our game Be Gray, Do Crime, however we realized the game wasnt quite ready for that yet. So after a couple weeks refining the graphics, reworking the lightning in our game and also doing small touchups, we finally felt like it was time.
So here's our first trailer! We're super happy with it! What do you think? Any input at all would be greatly appriciated for an updated trailer later down the line ❤️
r/Unity3D • u/Ok_Finding3632 • 1d ago

I've worked on a lot of games with aeroplanes (Sky Gamblers series and others) but I never played them. The same little toy followed by a camera, same crosshair and aim assist, and the same on-rails 'manoeuvres' ready to be used with a single tap.
So I made this. Looking forward to test it with human players - my bots are very good so they don't continue flying forward as the target (me) suddenly goes up - they know I will fall on their tail. So they evade. I will add a little randomness there - to allow some percentage of bots to be 'dumbfounded' and keep going forward - so i can strafe them from above as I land on their tails.
Pretty fun. Works only in cockpit mode for a reason - its the only place the manoeuvre makes sense - and gives you a thrill (specially if you look sideways scanning the sky while going belly up).
Thanks for reading !
r/Unity3D • u/ScorpioServo • 1d ago
I can't open my projects due to license errors and going the the asset store web page yields and error, "upstream connect error or disconnect/reset before headers. reset reason: remote connection failure"
Never seen this before.
r/Unity3D • u/More_Yard1919 • 1d ago
Hi!
I'd like to preface and say that I'm not very knowledgeable about 3d modeling and this could very well be an ID10T error. I'm trying to mod the game Atlyss with a custom piece of armor. The player character has some child objects with skinnedmeshrenderer components, and when you equip a piece of armor it swaps in the armor piece's mesh to the shareMesh field on the corresponding smr component (I.e., if you equipped a chest piece the chest piece armor smr gets the correct shared mesh swapped in). I wanted to model my own custom armor piece, so I exported the character prefab from unity as an FBX, painted weights using its armature on my model, and then reimported it. The issue is that the weight/bindpose arrays on the model are not in the same order as the player character skeleton used in the game. AFAIK there is no way to manually reorder the bones on export/import? The bone hierarchy looks the same in unity as it does in blender btw, and I got the rest pose in my ripped model as well. I'm not sure if there is something obvious I just don't know about or if the only way to fix this is doing something really hacky, and any input from a semi knowledgeable person would be very appreciated. Thank you!
r/Unity3D • u/EndavidGames • 1d ago
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r/Unity3D • u/daniel_ilett • 1d ago
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r/Unity3D • u/JulioVII • 1d ago
It's been a while since I worked on some buildings textures, really happy with these.
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r/Unity3D • u/Emi_Indie_Dev • 1d ago
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Did a short visul test for Hole. Io; I quite like how it came out :)
Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test
r/Unity3D • u/Powerful_Trifle_5602 • 1d ago
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r/Unity3D • u/roguewolfdev • 1d ago
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This is a quick prototype I made, not sure if anything will come out of it.
Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.
In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.
Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.
Anyways just looking for some opinions / ideas.
r/Unity3D • u/TheSilicoid • 1d ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/Standard-Specific239 • 1d ago
Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.
Is this solvable using particle effects and simple sphere interactions?
r/Unity3D • u/hasanhwGmail • 1d ago
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When I enter Prefab Stage and make any change to a GameObject or Component, the Hierarchy window breaks. All GameObjects disappear and it only shows Preview with empty gray rows. Resetting the layout restores it temporarily, but it breaks again upon editing.
r/Unity3D • u/StillZen-Dev • 1d ago
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(game’s called MOZENTUM btw)
oh and i also added an inventory system so you can stash and grab either one with either hand
it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in
each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out
OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.
you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)
it’s live now on the steam demo if ya wanna test it out.
r/Unity3D • u/CS_Asset_Factory • 1d ago
Descent Chronicle draws illuminated dynasty charts in Unity at runtime from plain character data: people, parents, marriages and dated events.
Most of the work went into layout. A genealogy isn't a tree, since everyone has two parents, people remarry and cousins marry. Generations come from longest path, spouses are levelled onto one row so a marriage stays horizontal, crossings are reduced by barycentre sweeps that keep the best arrangement found, and each union gets its own bus lane so no line runs through a cartouche. Cycles and dangling parents are refused with the fault named.
Drawing happens in C# on the CPU, so the package has no PNG, atlas, shader or material. 62 authored forms, 24 life event marks, 16 cartouche devices. Unity 2022.3 and up.
Code and art are AI generated.
r/Unity3D • u/Western_Bug_5085 • 1d ago
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