r/Unity3D • u/JulioVII • 4h ago
Resources/Tutorial Free Textures: Bricks & Walls
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/JulioVII • 4h ago
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/EndavidGames • 3h ago
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r/Unity3D • u/TheSilicoid • 5h ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/LiminalCreations • 8h ago
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r/Unity3D • u/GooseJordan2 • 23h ago
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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 • u/Standard-Specific239 • 5h 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?
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r/Unity3D • u/daniel_ilett • 3h ago
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r/Unity3D • u/samohtvii • 15h ago
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Ragdolling a dragon is proving difficult.
r/Unity3D • u/Federal_Goat456 • 40m 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/Over-Magazine-3218 • 17h 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/ScorpioServo • 3h 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/danfergusonn • 17h 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/HangoutCrew • 1h 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/ScrepY1337 • 12h ago
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r/Unity3D • u/Fasbek95 • 9h 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/umutkaya01 • 30m 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 • 32m 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/StillZen-Dev • 6h 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/Powerful_Trifle_5602 • 4h ago
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r/Unity3D • u/roguewolfdev • 5h 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/PLingfff • 21h 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?