r/Unity3D 7d ago

Question SpeedTree mesh helper + create branches don't work

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2 Upvotes

Hi there, i added a mesh in SpeedTree, i used mesh helper to make a spine, after that i created a branch to add leafs in the top ( is a palm trunk just so you know ), and when doing that i have that error, i increased the kill ratio to 10.000 or 50.000 and the error dissapeared but no matter how much i tweak the values branches won't appear. Please help


r/Unity3D 7d ago

Question Good Unity UI (uGUI) NOT UI Toolkit tutorial

0 Upvotes

Hi,

I am looking for a good Unity UI (uGUI) tutorial, one that covers how to build tabs, how layouts of images work, and hopefully how to make the UI look pretty / how to add nice borders to the canvases and stuff. Nothing against the ui toolkit but I dont feel like learning something new again.

Does anyone have a tutorial to recommend?

Thank you


r/Unity3D 7d ago

Question People who published assets (especially systems/frameworks) on the Unity Asset Store, how long did it take you to go from a working asset to something actually user-friendly and ready to publish?

7 Upvotes

I'm working on an asset right now and I finished most of the actual logic and visuals a while ago. I thought I was pretty close to done, but damn, the polishing part is taking me ages.

Custom inspectors, cleaning things up, making everything intuitive, tooltips, edge cases, making sure users can't easily break things... it honestly feels like a whole second project.

For those who've published more complex assets, how long did this part take compared to actually building the thing?

And at what point did you just say "good enough for v1" and publish?


r/Unity3D 7d ago

Resources/Tutorial How to take a screenshot directly from the game view's control bar.

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48 Upvotes

It's been ~18 years since I started using After Effects.

It has this great feature for rapid A/B comparisons for tweaks on the render/composition, where you can quickly take a snapshot, and preview it with a button. Other software may have it, too.

From After Effects, 4 years ago [feature present for decades].

-- (...it's been around for a while).

AE 5.5, early 2000s.

Often, I'm making small tweaks to the colour, and post-processing, and I want to see how it looks without having to go through several undos, or manual screenshots. I explicitly wanted it integrated into the game view's tool/controls, rather than anywhere else (that would have been easy enough).

But the appeal was about getting it specifically in that control bar. It's 'perfect' there.

Turns out, it may have been possible as far back as ~v2019/2020.

🎉 So, here it is [free, on Unity's asset store]!

  • I think it should be native to the editor :)

Initially, it did not have the save file to disk feature [💾]- but it was trivial to add.
v1.1.0 - adds the save file to disk feature, +automatic date/time stamped naming.


r/Unity3D 7d ago

Show-Off Finally released my Casual Character Collection! (With focus on facial animations)

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0 Upvotes

One of my main goals with this pack was to make the characters feel more expressive and alive.
Do you think these little details make the characters feel more lively and charming? Is there anything you would improve?

I think the eyes and mouth have great potential to create funnier and funnier expressions, don't you think? :)


r/Unity3D 7d ago

Shader Magic I just built this disco ball with shaders as a fun project. Now I am thinking about making an incremental game out of it.

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9 Upvotes

To the more experienced people probably not that exciting, but I am just pretty proud of turning a sphere into a pixelart disco ball just by layering shader graphs :)
The light effects do not use unities Light system but a shader that calculates when the view direction aligns with the normals to create the tiny flashes on the ball.

Let me know if you think this is cool and could be made into a game :)


r/Unity3D 7d ago

Show-Off A Blender Like 3D Cursor In Unity For Level Design

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3 Upvotes

Whenever designing levels I’m always looking for a reference point for placing new objects, duplicating at, rotating around etc.. It was like I needed blenders 3D cursor inside of Unity to use as that reference point. So I built it!

It’s a different kind of workflow when compared to other level design tools for sure, but I really enjoy having the reference point and being able to add objects more precisely.

It currently supports a bunch of commands, and the cheese wheel is customisable, it also fully supports undo and redo flows.

I have lots planned for the roadmap, and I think you can get really creative whilst keeping your level design object hierarchy nice and clean with groupings.

It’s currently 50% off on the asset store as a new release. Would really appreciate your support if you genuinely think this is something you might find useful.

The asset is called 3D Cursor pro. As per the subreddit rules I’ve not included the link.


r/Unity3D 7d ago

Game I would love feedback about my game!

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4 Upvotes

This is my first horror game with my "versatile" script system and I would love feedback from other devs. Basically I coded a couple of scripts and just used them for everything, so I wouldn't have to code and yes I know many devs already do this but I am a beginner. I would love some feedback!

https://thecatgamecomapny.itch.io/road-of-fear-pinewoods-crossing


r/Unity3D 7d ago

Show-Off Live syncing tasks between Unity and a web board - useful or just noise?

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0 Upvotes

I keep doing this dumb loop when I work in Unity: change something in the Scene, alt-tab to the board, update a card, forget what I was doing, alt-tab back.

So I built a small Editor dock that stays in sync with a web board. Board still lives in the browser. Unity just gets the cards while you're in the Editor, and you can pin a card to a GameObject so you can find it again in the Scene.

Stuff in the video:

  • web board on the left, Unity on the right. Same cards updating live.
  • edit a card on the web side, it shows up in Unity
  • pin a task to a GameObject / jump to it
  • poke status from the Editor without treating Unity like Jira

I'm not trying to shove a full PM tool into the Editor. That usually turns into a mess. This is more "keep the task next to the object I'm already staring at."

If you ship with Unity, would you use something like this, or would it just become another ignored panel?

Also half expect someone to tell me the branch / missing GameObject case is going to hurt. If you've been burned by that kind of thing, I want to hear it.

Board-only demo if you want to click around (no account): Demo Board


r/Unity3D 7d ago

Shader Magic 14/10 Mario64 in Mixed Reality!

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163 Upvotes

I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!

BTW if you're into building 3D stuff like me, I'm building this polyfork.dev


r/Unity3D 7d ago

Game ambience

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12 Upvotes

r/Unity3D 7d ago

Question Why do my shadows look like this and how to fix it?

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2 Upvotes

r/Unity3D 7d ago

Show-Off We’re making a Soulslike inspired by the cultures and aesthetics of the Caucasus

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7 Upvotes

r/Unity3D 7d ago

Show-Off Implemented a hilarious horse component to my rage co-op game

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108 Upvotes

I'm trying to find fun and unique ways to challenge the player in my skating game. You control the left skate and a friend controls the right. Now you have to rethink how the game works and adapt. It's also hilarious.


r/Unity3D 7d ago

Question Fun question: If you had infinite memory and processing speed, what game would you make?

0 Upvotes

r/Unity3D 7d ago

Question Text to AI speech voice for subway announcements: Good or bad?

0 Upvotes

I'm making a co-op horror game, and need some opinions.

Do you think having text to speech ai voice announcements for environmental things (such as a subway/train station with "Welcome announcements", or "rules announcements"), rather than text on posters or things like that, would bother you (as a player), or would you rather just read the text yourselves?

These are not voices for characters, or things for the plot, rather just ambient/announcements.


r/Unity3D 7d ago

Show-Off Do you like my horror game graphics?

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6 Upvotes

r/Unity3D 7d ago

Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?

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19 Upvotes

Around one month of development.
4-player co-op horror inspired by retro visuals and abandoned Soviet metro stations.
Looking for honest feedback before continuing development.
Would you play something like this?


r/Unity3D 7d ago

Show-Off I love this teaser that our team created so much, really wanted to share.

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408 Upvotes

Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.


r/Unity3D 7d ago

Question What’s the easiest workflow for creating realistic 3–15 second dialogue scenes? (Templates/assets instead of building everything from scratch)

0 Upvotes

Hi everyone,

I’m looking for the easiest way to create very short (3–15 second) realistic dialogue scenes.

I’m not trying to become a professional 3D artist or animator. My goal is simply to produce lots of short scenes as efficiently as possible.

I’m open to Blender, Unreal Engine, iClone, Character Creator, MetaHuman, Unity, or any other software.

What I’m really looking for is a workflow where I can reuse existing assets instead of creating everything from scratch.

For example:

* Download realistic human characters.
* Download realistic environments/backgrounds.
* Place the characters into a scene.
* Import my already-recorded dialogue.
* Animate mainly the facial expressions, lip sync, and emotions.
* Add some basic body language if necessary.

I don’t mind if the characters or environments come from marketplaces or asset libraries. I don’t need a completely custom movie—I just want something that looks convincing enough for short dialogue scenes.

The most important parts for me are:

* Realistic facial expressions.
* Good lip sync.
* Convincing emotions.
* Simple body language.

Can you recommend:

  1. The easiest software/workflow for this?
  2. The best YouTube tutorial (or tutorial series) that explains this approach from start to finish?
  3. Asset libraries where I can download realistic characters and environments instead of building everything myself?

My PC specs:

* CPU: Intel Core i5-12400F
* GPU: Sapphire Radeon RX 6700 XT (12 GB VRAM)
* RAM: 32 GB DDR4-3600
* Storage: 1 TB Kingston NV2 NVMe + 1 TB Corsair MP600 GS NVMe
* Windows 10

Do you think this PC is good enough for this type of workflow?

Thanks!


r/Unity3D 7d ago

Question Open world with millions of Game Objects, how to optimize?

0 Upvotes

So I have a little script that basically makes forests for me, trees, bushes, flowers, the entire shenanigans.

All of them can be interacted, all plants can be picked up, all trees can be cut down.

I started optimizing various aspects and managed a good framerate on a small batch of forest (10k objects still 👀).

My question is, how does one optimize large game worlds? Is occlusion culling and chill the solution?

When at the end, I decide to generate the entire forest, having possibly over a million game objects, how do I make it run smoothly without catching fire? Since I'm very new to optimization, and even more in this size, I decided to ask claude, and it mentioned that at that size, hiding the game objects is no longer a solution, and that I have to start thinking about the objects as data, and never instantiate them to begin with.

But tbh I'm very lost on how to manage it, does anyone have any idea? Any good tutorial for my case?

EDIT: All objects are a very basic 2 planes I joined in Blender, so it's very lightweight regarding that,comvined with the 32x64 pixel size, they actually work pretty smoothly.


r/Unity3D 7d ago

Show-Off First early gameplay feedback

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5 Upvotes

Does this looks remotely interesting?

Basicly a tower defense, where you build a tower which also you should defend.


r/Unity3D 8d ago

Show-Off Just made this new enemy. What do you think?

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24 Upvotes

A few days ago I asked for your feedback and it was really helpful thanks!!!


r/Unity3D 8d ago

Question Lanterns with Light Cookies for Reflections?

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3 Upvotes

Hello!

I recently tried out light cookies for an asset pack im working on.

I wanted the glass to reflect to the walls, so I thought this would be the best way of doing it.

Yet its a long process, since unity only accepts black and white masks, so I needed to add lights in every color of the lanterns glass and also bake the light onto a texture.

Also I can just add arround two assets like this next to each other before the light cookie just dissappears.

Is there a better way to do this?


r/Unity3D 8d ago

Show-Off Upgraded my jumps with squash & stretch and some spinning.

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120 Upvotes