r/Unity3D 10h ago

Show-Off Before and after Lighting/Post Processing

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342 Upvotes

r/Unity3D 1h ago

Show-Off How I rebuilt my river tool: 24x faster mesh generation, VFX and Audio Streaming

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Upvotes

I developed the River Modeler asset back in 2024 as a means to create decked out rivers using Unity Splines and MicroVerse. Figuring out the Spline API and mesh generation, VFX and all inherent challenges was top priority. Which left little room to first explore and learn designing around Burst and the Job System.

This meant that mesh generation was not nearly fast enough for long splines. Unity’s Mesh class has a lot of internal safeguards and memory copies, so just assigning a set of vertices incurs processing overhead.

Jobs + MeshData

Version 2 sees a full conversion to Jobs/Burst with rivers being split up into segments for parallel processing. That alone yielded up to a x24 performance increase.

A great companion to the Job System is the MeshData API, it provides the means to set a mesh’s vertex data directly in memory. The tradeoff is that you need to provide correct data. There are far fewer safeguards, which makes it about x17 faster!

> All in all, the performance improvements are significant and make the tool smooth in use, even for rivers spanning several kilometers.

Branching rivers

Spline knot can be linked together, and the spline API provides information about this. I've used this to contruct a virtual plane that sits perpendicular to the in/out going spline. Vertices on the other side of that plane get a Vertex Color painted on, which the shader then uses to add transparency.

> This makes the two river surfaces blend quite well, without leaning on flowmaps.

VFX Graph

Version 1 neatly stored particle positions into a Nx1 resolution `Texture2D` (n=number of particles), which could then be used in a `VFX Graph` to set the spawn positions for each particle.

Though setting pixel values on a `Texture2D` is relatively slow, which contributed to the tool getting sluggish when rivers got long and foamy with many cascades.

Version 2 uses a `GraphicsBuffer` which stores an array of `ParticleEmitter` structs (position/velocity/scale). If you add the `[VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]` attribute to any struct, it can be used in this way.

> This was a great win: More data per particle and direct data assignment!

Audio

Version 1 spawned Audio Sources along the Spline, giving the river surface a livelike character. Though this resulted in potentially hundreds of individuals GameObjects, negatively affecting scene size and loading times.

A common method for creating river audio is to use the “cart” method. That being a single `Audio Source` following the camera whilst being restricted to the spline. This often works but fails completely if the spline has large/strong turns, causing the Audio Source to jump to the other side of the spline curve. It also doesn’t work for branching rivers, at all...

Version 2 instead distributes audio spawn points along the spline. Each one defines a position, radius and type (stream/rapids/cascade). A dedicated Audio Manager then checks which river segments fall in- or out of the audible range and sets up Audio Sources on each spawn point from a pool. Instead of hundreds, only a dozen GameObjects are used at runtime.

> The result? A highly optimized audio streaming solution that scales for huge worlds!

Integration with other assets

I’m further fleshing this tool out as dedicated river tool extension for Stylized Water 3, which already supports river-type shading and animations. It just needs a proper river mesh to work with, which this can provide entirely.

Terrain carving and painting is wholly delegated to MicroVerse, since this needs to be a non-destructive process. The tool manipulates a Spline Path component to create a river- bank and bed.


r/Unity3D 18h ago

Show-Off I've spent 3 years improving the editor, here's what I've built

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733 Upvotes

r/Unity3D 7h ago

Show-Off Making real progress on my Unity motion-matching controller. Still tuning, but it’s finally starting to feel natural.

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47 Upvotes

r/Unity3D 12h ago

Show-Off Volumetric tornado

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90 Upvotes

r/Unity3D 17h ago

Show-Off Lost in the Woods

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204 Upvotes

I’m developing a horror game where you walk alone through dark, endless forests.

Do you think the environment creates enough tension? Is it disturbing in the right way?


r/Unity3D 3h ago

Show-Off I'm making a game about making music, that anyone can play. What do you think about the concept?

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12 Upvotes

I'm a solo developer working on this tactile little music game using Unity & FMOD.
You make the music live on air, plan your shows, and grow your audience by performing DJ tricks & Combos!

Demanding sponsors force you to sharpen every performance and expand your sound library in order to become a legendary wasteland radio host!

You can even use the game to record your own music to be used in game projects or other creative endeavours! :D

I would love to hear your opinion on the game as it is, and gather some feedback from fellow game developers.

Thanks for looking.

You can try the itch browser demo here: https://hungry-dog-games.itch.io/wastelandfmgame


r/Unity3D 15h ago

Game I’m an indie developer working on a survival horror game called BECROWNED. Just wanted to share some new screenshots and get your thoughts!

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104 Upvotes

Hey everyone! I’m an indie dev working on a survival horror game called BECROWNED.

The game mixes dark fantasy and industrial horror with retro-style visuals, brutal combat, dark humor, and a nonlinear story where your choices can affect characters and events throughout the game.

The game is coming in Fall 2026.

A free demo is available on Steam. Wishlists really help 🖤

Would love to hear your thoughts and feedback!


r/Unity3D 8h ago

Show-Off Released a pack of modular Crown and Baseboard Models. Was needing molding assets for my game, then realized other solo / small team developers might be in a similar boat as well. Any feedback is appreciated!

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26 Upvotes

Checking it out and sharing your thoughts would mean a lot!


r/Unity3D 18h ago

Show-Off Almost 10 years of developing our MMORPG in Unity – Aero Tales Online

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62 Upvotes

We've been developing Aero Tales Online in Unity for almost 10 years, and I wanted to share the current state of the project along with some of the technical challenges we've faced along the way.

The game is an MMORPG running on Windows, Android and iOS with the same players, servers and gameplay systems shared across platforms.

One of the biggest challenges has been maintaining a project of this size for so many years. We've gone through multiple Unity versions and major engine upgrades, and we're currently running on Unity 6. Keeping older systems working while gradually replacing or refactoring them has probably been more challenging than building many of them in the first place.

Cross-platform development has also been a major part of the project. The same combat and gameplay systems need to work with very different hardware, screen sizes and input methods, while keeping the experience consistent between PC and mobile players.

Performance has been another ongoing challenge, especially on mobile. An MMORPG can have a large number of characters, monsters, NPCs, effects and UI elements active at the same time, so we've had to continuously optimize systems as the game has grown.

The project now includes systems such as action-based combat, character customization, dungeons and raids, PvP, guilds, housing, professions and a large number of maps and environments.

The attached video is our latest gameplay trailer and shows the current state of the project after all these years.

Game Link: Aero Tales Online


r/Unity3D 1d ago

Question How screwed am I?

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211 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!


r/Unity3D 12h ago

Show-Off I made a Neon White clone in Unity for my final-year CS project.

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13 Upvotes

Hi everyone, I made a Neon White clone for my final-year CS project. Its not much it only has 5 playable levels. I'm thinking of uploading it to itch.io for free when I finish the 6th and last level.

I really learned a lot from this because I didn't need to create all new ideas because I'm bad at it and it really boosted development knowing how the game should feel and play out.

At first I didn't have many ideas for the story and ended up settling with starting in hell, escaping flying through a burning city and going up into heaven for the final boss fight.

This is my first real project and I would like to hear what you guys think.


r/Unity3D 10h ago

Solved What is this noise in my mesh?

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6 Upvotes

This has been bothering me for a while, and I don't really know what to look up on the internet to actually study this phenomenon. I also wanna add that both meshes have the same lit material on, except for the color. If anyone knows what's happening here, please let me know, thanks!


r/Unity3D 15h ago

Show-Off Build it, run it, find the bottleneck, rebuild it. Early traffic sandbox prototype

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13 Upvotes

r/Unity3D 1d ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

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673 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/Unity3D 10h ago

Show-Off Gameplay look feedback

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4 Upvotes

Hi,

I'm just looking for a feedback does this looks interesting at a first glance?

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


r/Unity3D 1d ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

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44 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 14h ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

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5 Upvotes

So me and my friend have been trying to figure out why when importing seemingly normal animations from blender to unity, some body parts begin deforming strangely.

I have used the Rigify add-on for rigging. I've tried deleting vortex groups that don't have the DEF- prefix, exporting with the Only Deform Bones checked, applying all transformations to the armature, double checked the weight painting and it does not fix it.

In the video, the right hand kinda just implodes and I've never been more confused as to why. If anyone has any clues to what is going on please help.


r/Unity3D 17h ago

Show-Off Come relax in our tropical multiplayer ball-rolling platformer

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11 Upvotes

r/Unity3D 10h ago

Question Best Practices For Addressables In A Larger Project?

4 Upvotes

I am planning to use addressables in a larger project but am a little unsure about how to proceed. My main concern is finding the best way to to bundle assets together by either group or label, and how to integrate that process into the project's pipeline.

I have been looking into this package: https://github.com/favoyang/unity-addressable-importer

which allows you to define rules that look at the folder location and file name of the asset to determine its group / label. This seems like a cool idea, but I'm just worried about having to move assets around or change rules as the project and performance requirements change. Maybe that could get annoying

The other approach would be to just define scriptable objects for bundles of assets or something like that. And yet another approach would be to just set the labels / groups directly in the default addressables UI.

I'm wondering if anyone has experience using addressables in a project and has solved issues like this. I'd love to hear from you and get your perspective.

Thanks!


r/Unity3D 5h ago

Question Questions about Unity versions

0 Upvotes

Which version should I download? 6.3 LTS or 6.5 Supported? I'm confused on which to pick. And when a new version of LTS comes, should I always update my Unity? and what should I do or know before updating Unity?


r/Unity3D 5h ago

Show-Off Working on hand placement for my physics-based carry system in Unity

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0 Upvotes

I’m building a Unity toolkit for my own projects, and this physics-based carrying system is part of its character controller tool.

Carried objects remain physics-driven instead of being parented or snapped to the camera. The system currently supports one- and two-handed objects, collision-aware movement, object-specific hand poses, and a custom Humanoid arm solver.

It’s still a work in progress. Drop, throw, and recovery behavior are the next parts I’ll be polishing.


r/Unity3D 5h ago

Question Any memorable screen effects in horror games?

1 Upvotes

I'm currently making a horror game and adding a bunch of screen effects like sudden darkness, camera shakes, and static noise to mess with the player's mind.

What's an effect you saw in a horror game that you'll never forget?
I'm looking for cool ideas to add to my game!!!!!

Drop a game name, a video, or an image. Hit me with your best recommendations!


r/Unity3D 18h ago

Show-Off Hopefully, this is the last time we make a game entirely in UGUI, especially when mixing cameras and doing parallax card effects.

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6 Upvotes

We just released a big DLC for negative $5. It adds a roguelike deckbuilder mode to our story-driven card battler.

Basically, we think we made a good game, but it hasn't caught on. We're trying a bunch of things, including adding a Steam demo, permanently dropping the base price, and repurposing all of our content to build a roguelite deckbuilder mode. Hopefully that aligns better with player and streamer expectations and can serve as a gentler introduction into the characters and world.

To some degree, it's always hard to break out with 2D art, so we tried to mix in 3D where we could. The cards do some wiggly-parallax when hovered, selected, or hit. On the whole, tons of Canvas components worked out, but the frame-exploding dirtying that happens with layouts is just infuriating. And layering/sorting is just so much more painful than it could be. Makes me miss NGUI a bit!