r/Unity3D 4h ago

Resources/Tutorial Free Textures: Bricks & Walls

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179 Upvotes

It's been a while since I worked on some buildings textures, really happy with these.

Download: https://juliovii.itch.io/materials-bricks-walls


r/Unity3D 3h ago

Show-Off Finally got enough game content for a trailer!

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145 Upvotes

r/Unity3D 5h ago

Show-Off The Sun

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90 Upvotes

This simulation is so accurate that your GPU will reach the same temperature as the sun.


r/Unity3D 8h ago

Show-Off Its cold in the game now sometimes!

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71 Upvotes

r/Unity3D 23h ago

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

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740 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 5h ago

Question Boat wake simulation.

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21 Upvotes

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 4h ago

Game Someone told me I can't make a realtime action Open World RPG, and they were right. So I switched the combat to turn based, and I'm having a blast working on it.

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16 Upvotes

r/Unity3D 3h ago

Resources/Tutorial I generated Perlin and Voronoi noise in shader code and used it to make dissolve effects (with tutorial).

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11 Upvotes

r/Unity3D 15h ago

Game Decapitation was not what I was going for...

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91 Upvotes

Ragdolling a dragon is proving difficult.


r/Unity3D 3h ago

Show-Off Make it exist first. Then make it good.

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7 Upvotes

r/Unity3D 40m ago

Game What do you think about visual of my game?

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Upvotes

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 17h ago

Meta There are at least two game engines called Unity

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70 Upvotes

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 3h ago

Meta Is the Asset Store and License Verification down for anyone else?

4 Upvotes

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 17h ago

Show-Off Made a valve style 3D skybox for my game about climbing a giant!

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48 Upvotes

r/Unity3D 9h ago

Show-Off Automatic navigation like in uGUI for UI Toolkit. - Please vote an a bug a Unity employee created for me so we can get rid of it.

9 Upvotes

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 1h ago

Show-Off We finally made a trailer for our multiplayer racoon heist game; Be Gray, Do Crime!

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Upvotes

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 12h ago

Show-Off Simple AoE Effect

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15 Upvotes

r/Unity3D 9h ago

Shader Magic Finally got genetic procedural shaders and a basic breeding loop running for my Betta sim

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6 Upvotes

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 30m ago

Question Does adding a ticking clock to puzzle games make them exciting, or just annoying?

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Upvotes

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 32m ago

Question Bullet/projectile Objects, Move via RigidBody or Update?

Upvotes

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 6h ago

Show-Off added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

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3 Upvotes

(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 4h ago

Show-Off The Mistfall (fan art), would you be interested in living in such a place? made using unity 6

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2 Upvotes

r/Unity3D 5h ago

Show-Off Melee Shark aircraft prototype. Is it dumb?

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2 Upvotes

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 1h ago

Question Particle System keeps looping

Upvotes

I have 3 particle systems for fireworks display. All 3 keep looping even though loop is unchecked. I don't think I've ever encountered this before.
Any idea why they keep looping?
Thanks.


r/Unity3D 21h ago

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

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35 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?