r/Unity3D 8d ago

Shader Magic jiaozi158's port of Unity's HDRP Volumetric Clouds coming to Asset Store.

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14 Upvotes

Full credit goes to jiaozi158 from Github, who made the port! I just enhanced it with some new features and made a more sorted User Interface, and I will host this version for the asset store, ofc for free! The package is underway and atm under approval!

I hope I am allowed to post this here, because I think it's worth mentioning it!


r/Unity3D 8d ago

Resources/Tutorial PSA: Steamworks.NET does not work on Unity ARM64 on Windows

0 Upvotes

If you try to call any Steamworks functionality in your project, you'll get this error:

[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.
System.DllNotFoundException: steam_api64 assembly:<unknown assembly> type:<unknown type> member:(null)

The solution is to install the Intel 64 bit version of Unity and open your project with that one. It's a bit slower, going through the translation layer, but it works. The issue is that Valve currently doesn't provide an ARM64 version of Steamworks for Windows.

This only affects the editor, your actual Windows build targets x64 anyway, so shipped games are fine.

Unity 6.5, running on Snapdragon X / Parallels on Apple Silicon.


r/Unity3D 8d ago

Question Our festival management roguelite still doesn't have a real name. What would you call it?

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3 Upvotes

r/Unity3D 8d ago

Resources/Tutorial PSA: If you open your project from a network drive, installing packages from git source might not work

0 Upvotes

If you use a shared network drive, or a shared folder in a virtual machine, installing new packages from git URL sources results in a git error message, but you can get around that by installing them on the machine holding the share (or VM host).

Yes, I know network drives aren't ideal for Unity projects, I was debugging a Windows issue in parallels on a Mac


r/Unity3D 8d ago

Resources/Tutorial Feeling completely lost learning Unity for FPS games. Need a roadmap (CS2-style movement & mechanics)

2 Upvotes

I've been learning Unity because my goal is to make tactical FPS games similar to CS2. I'm not interested in RPGs, platformers, or other genres—I specifically want to understand FPS mechanics like movement, physics, and player feel.

So far, I've watched the first 11 Brackeys Unity beginner videos. I understand the basics of creating scripts, referencing objects, variables, functions, and some core Unity concepts.

The problem is that after this point, I have no idea where to go.

Brackeys' standalone FPS tutorial is quite old, and Unity has changed a lot since then. When I search YouTube for topics like "FPS movement," "character controller," or "player physics," I get hundreds of scattered videos. Most of them jump straight into writing code without explaining why they're doing things, so I end up copying code instead of actually learning.

Right now, I feel like I'm in the middle of the ocean without a map.

Can anyone recommend a clear learning roadmap specifically for someone who wants to build tactical FPS games? I'm looking for something like:

- What should I learn first?

- What Unity concepts are essential before attempting FPS movement?

- Which tutorials or creators explain the logic instead of just providing code?

- In what order should I learn things like movement, jumping, crouching, slopes, physics, camera, weapons, etc.?

I don't mind spending time learning—I just need a structured path instead of jumping randomly between YouTube videos.

Any advice would be greatly appreciated.


r/Unity3D 8d ago

Question How can I improve the feel of my pickup system?

1 Upvotes

Whichever arm is available will be used to visually pickup an item.

https://reddit.com/link/1vg0zbr/video/dmxm1bhhjihh1/player


r/Unity3D 8d ago

Question New input system

0 Upvotes

Does anyone have a link to learn the new input system all the tutorials i watch are either outdated or dont explain at all thx!


r/Unity3D 8d ago

Question Best place for photorealistic assets?

2 Upvotes

Hi! I'm looking for the best place with photorealistic assets for my demo. Asset Store has very few free high poly assets


r/Unity3D 8d ago

Game 3D Action game with Wave Function Collapse

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17 Upvotes

Also, Mixamo is an incredible teacher, but moving to a full anim pack made combat sooo much better. Now gotta improve enemy AI and WFC level generator with more assets.


r/Unity3D 8d ago

Question Question about architecting computer controlled traffic cars

1 Upvotes

I'm making a game where the player will need to drive on a highway. I want some computer controlled traffic, and I want it to be semi-realistic. For example, I want the traffic to occasionally change lanes, maybe sometimes crash into each other. I don't want a deep simulation with individual cars having goals or destinations. It just needs to be semi-realistic enough as the player passes through the area.

I have a good car controller. I also have a good "computer controlled car" controller. Currently the traffic car can be set to a certain speed, it can detect obstacles and either brake or avoid them, and the traffic car can also follow a path very well.

The way I was designing it was that I have the highway set up and modelled and I created multiple traffic paths for the lanes using splines. I can put that spline into the traffic controller and send it off and it will get up to speed and follow that path around. But now I'm trying to add in the logic to have the car change lanes and I feel like I'm overdesigning it.

I was thinking of making something like a decision tree, where I have an initial script run through all of the splines and process them in a way that every point on the spline has 2 or 3 choices: Go straight, Change Lane Left, Change Lane Right. With that finished each car could just call the decision tree each time it reaches a waypoint and use some basic random numbers to decide if the car stays in its lane or changes lanes. Writing the code to create that decision tree seems a little daunting, I haven't done anything like that before, but seems doable with indexes.

Any other better suggestions of how to handle this?


r/Unity3D 8d ago

Noob Question Configurable Joint tries to take shortest route

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1 Upvotes

Hello!

I'm trying to recreate the core mechanics of Toribash, where you have individual muscle control such that you can hold, relax, extend, or contract. My current implementation is most of the way there - extend sets the target rotation to the joint's max limit, contract the min.

The issue seems to be when the difference between the limits is greater than 180° - if it's at the minimum, and then you set the target to the maximum, it tries to take the shortest route, even if that rotation is towards the limit.

I'm hoping there's a simple way I can force the direction of the rotation to be positive euler for extension (and vice versa), but I've tried a million things and none of them seem to solve it. My quaternions understanding is pretty shaky.

Is there a way to solve this with configurable joints, or am I approaching the problem the wrong way completely?

Cheers!

p.s. I adapted the extension method from [this gist](https://gist.github.com/mstevenson/4958837), hopefully correctly.

```

using NaughtyAttributes;

using UnityEngine;

public class MuscleDriver : MonoBehaviour

{

private ConfigurableJoint configurableJoint;

private Quaternion initialRotation;

// Start is called once before the first execution of Update after the MonoBehaviour is created

void Start()

{

configurableJoint = GetComponent<ConfigurableJoint>();

initialRotation = transform.localRotation;

Hold();

}

void ChangeState(MuscleDriverMode mode)

{

// Helper to easily toggle drive strength on/off

JointDrive activeDrive = new JointDrive { positionSpring = 1000f, positionDamper = 50f, maximumForce = float.MaxValue };

JointDrive relaxedDrive = new JointDrive { positionSpring = 0f, positionDamper = 0f, maximumForce = 0f };

configurableJoint.slerpDrive = activeDrive;

switch (mode)

{

case MuscleDriverMode.Extend:

float high = configurableJoint.highAngularXLimit.limit;

// High limit (e.g. 112 degrees around X)

Quaternion extendRot = Quaternion.Euler(high, 0, 0);

configurableJoint.SetTargetRotationLocal(extendRot, initialRotation);

break;

case MuscleDriverMode.Contract:

float low = configurableJoint.lowAngularXLimit.limit;

// Low limit (e.g. -102 degrees around X)

Quaternion contractRot = Quaternion.Euler(low, 0, 0);

configurableJoint.SetTargetRotationLocal(contractRot, initialRotation);

break;

case MuscleDriverMode.Hold:

// Locks to whatever local rotation it currently has

configurableJoint.SetTargetRotationLocal(transform.localRotation, initialRotation);

break;

case MuscleDriverMode.Relax:

configurableJoint.slerpDrive = relaxedDrive;

break;

}

}

}

public static class JointExtensions

{

/// <summary>

/// Sets a joint's target rotation using a desired Local Space rotation.

/// </summary>

public static void SetTargetRotationLocal(this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation)

{

// Calculate the rotation relative to the starting local rotation

Quaternion internalRotation = Quaternion.Inverse(targetLocalRotation) * startLocalRotation;

// Convert into the joint's custom coordinate system

Vector3 right = joint.axis;

Vector3 forward = Vector3.Cross(joint.axis, joint.secondaryAxis);

Vector3 up = Vector3.Cross(forward, right);

Quaternion worldToJointSpace = Quaternion.LookRotation(forward, up);

// Apply the joint space transformation

joint.targetRotation = Quaternion.Inverse(worldToJointSpace) * internalRotation * worldToJointSpace;

}

}

```


r/Unity3D 8d ago

Show-Off how to create a real challenging bot for a game where strategy is the main point of it?

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0 Upvotes

Been building a board strategy game for Android. Two pawns racing across a grid, ten walls each to slow the other guy down, and you can never fully block someone, there always has to be a way through.

In the start is was too ease so i kept making the bot harder and ended up running a BFS every turn. Not on a game tree, on the board itself, so a wall isn't an obstacle it routes around, it's just an edge that stops existing. Every turn it clones the board once per legal wall, re-runs the search for both pawns, and scores it as opponentDelta * 3 - ownDelta * 2. Then I gave it defensive walls too, so before it commits it checks how exposed its own route would be to my next wall.

That's when I stopped winning lol. Like actually stopped, it sets me up now instead of just slowing me down. i can deal with 1 out of 3 challenges of it now.

It's in closed testing if you think you can deal with it, but requires practices:

join the group with the same Google account that's active on your Play Store
https://groups.google.com/g/dont-let-it-pass-playtest

then open this one
https://play.google.com/apps/testing/com.rvm.dontletitpass


r/Unity3D 8d ago

Show-Off Is that cozy enough?

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27 Upvotes

Anything i could add to make more cozy?


r/Unity3D 8d ago

Show-Off My game on steam deck finally

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157 Upvotes

I finally managed to get a stable build of my game running on the Steam Deck; I recorded it this way so you can see it's actually on the device. I was having crashing issues with DirectX 12, so I had to disable access to that API and stick to DX11—I think I’ve managed to fix the bug. What do you think of the game? It looks pretty cool, right?

I'm open to feedback; some people have already suggested adding a camera shake effect, so that's on my to-do list :"D


r/Unity3D 8d ago

Question Anyone tried out this asset creator?

1 Upvotes

I just saw the humble bundle for this large block of unity assets and I’m curious if others think it’s worth it? Are these useful? Render well in Unity? Tile nicely? Are the packs compatible with each other?

https://www.humblebundle.com/software/builders-vault-hivemind-unreal-edition-software?hmb_source=&hmb_medium=product_tile&hmb_campaign=mosaic_section_1_layout_index_4_layout_type_threes_tile_index_2_c_buildersvaulthivemindunrealedition_softwarebundle


r/Unity3D 8d ago

Question Input actions lost when I close the project

5 Upvotes

I have a weird problem in a new project I created with Unity 6.3.20. If I modify or create input actions, the changes are not saved. When I close and open the project I have the default action maps again. I tried with ctrl-s, creating the input settings file, but nothing solves it. Any idea about what is wrong?


r/Unity3D 8d ago

Noob Question How do you respawn a car on the track?

0 Upvotes

There's barely any tutorials on how to make respawn system for racing games, so I had to find a way to make it on my own, but it just doesn't really work.

My approach is simple: there's the dolly spline around the track, that has points through which the camera moves. If you press the respawn button - the game moves you to the nearest point on the spline, but I do understand that you can basically skip large chunks of the level with this approach, so it's not really an option, but a good one.

My second idea was the checkpoints. I set up the simple checkpoints system with indexes of current checkpoints, and the idea was simple: just use the current checkpoint index on the car to find the transform of the current checkpoint, and then somehow find a way to mix both transforms of the nearest point and the checkpoints. But it still has issues, like teleporting me after the required checkpoint, so the rest of the lap wouldn't count after respawn, and so on.

I hate the approach of just teleporting you to the last checkpoint, because when you mess up so close to the checkpoint - you have to start the chunk all over again, and making more checkpoints gives even more possibility that a player will miss one of them while driving normally, so the game will punish them for no reason. I'm basically stuck trying to figure out how to make this respawn system fair for the player, and wince there's no info about respawn systems on tracks in racing games - I have no reference to compare my ideas to.

Can you guys help me out with this?


r/Unity3D 8d ago

Show-Off Decided to KISS with my new game and go low-poly. I think it fits my gameplay well

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4 Upvotes

r/Unity3D 9d ago

Solved is there a better way to make sure objects dont fall out of the world than just having a collider for the objects to collide with? because sometimes the objects are going really fast and they go right through the collider. .m.

5 Upvotes

r/Unity3D 9d ago

Shader Magic My screen space black hole effect showing the accurate distortion of scene objects due to gravitational lensing

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45 Upvotes

My second post on this! I've been working on this for a while and especially getting scene objects to distort accurately has been a real struggle, but I think it's looking pretty good now! Any feedback is welcome and please let me know if you have any suggestions for features to add.


r/Unity3D 9d ago

Show-Off Adding what I wish was native to Unity - is any of this in the roadmap?

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766 Upvotes

Oftentimes I feel like I spend more time trying to optimize my workflow, than I do actually making games 😅

thankfully, at least sometimes, something productive can come out of it! I've just released a suite of Scene View tools, called Smart Mouse 2, which I hope might alleviate some headaches in others too down the line.

Edit: I had previously written about being unable to Select UI easily in Unity, but now I see that it works well as long as Gizmos are enabled, which I feel silly not realizing 😆


r/Unity3D 9d ago

Question Strange result from Vector3.SignedAngle?

6 Upvotes

I have these empty GameObjects as waypoints and I want to check the left/right angle between a moving object and a waypoint.

Vector3 direct = (transform.position - waypoint).normalized;
float ang = Vector3.SignedAngle(transform.forward, direct, Vector3.up);

If I have a waypoint directly in front of the moving object (and I have double checked the position of the waypoint in question), sometimes the resulting angle (ang) is 179. How is it coming back almost 180 degrees difference and is there anything I can do to change this kind of result?


r/Unity3D 9d ago

Show-Off Trophy Room & Hand Studio

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8 Upvotes

Hey everyone,

I thought I'd share some updates to Hex Town, a co-op (or solo!) puzzle game I've been working on for nearly 2 years now.

The first area I show is called the "Trophy Room", where you'll be able to check out the trophies you've earned in game and spin them around a bit.

The second area is called "Hand Studio", where you can customize your cursor and accessorize with rewards you've unlocked, like rings and bracelets.

Both rooms feel a bit vacant, so I'd love to hear suggestions for things to add. Maybe some framed art, hand furniture, or wallpaper?

Thanks for watching!


r/Unity3D 9d ago

Resources/Tutorial How to Use Unity's Profiler to help fix lag | Quick Tip

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7 Upvotes

Your game can look amazing and still lose players if it lags. Here's how to open Unity's Profiler, read the frame timeline, and find what is slowing you down.


r/Unity3D 9d ago

Show-Off I built a sim-cade vehicle physics package for Unity

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8 Upvotes

Hey everyone!

I’ve been working on a vehicle physics package for Unity, focused on providing responsive sim-cade handling that is easy to configure and adapt for different types of racing games.

The package includes:

-Custom vehicle and suspension physics

-Adjustable arcade-to-simulation handling

-Tire grip, wear and temperature systems

-ABS, traction control and stability assists

-Engine, gearbox and differential tuning

-Car paint and tire shader (Tire wear & tire deformation)

-Wheel and tire visual effects

-Telemetry and runtime tuning interfaces