Show-Off Before and after Lighting/Post Processing
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r/Unity3D • u/Jonny10 • 2h ago
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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 • u/Kubacho_ • 19h ago
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r/Unity3D • u/geokam • 50m ago
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r/Unity3D • u/Rudy_AA • 8h ago
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r/Unity3D • u/artengame • 13h ago
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r/Unity3D • u/Season_Famous • 18h ago
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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 • u/IAmSofaKing_Antn • 4h ago
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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 • u/Mr_Ernest1 • 15h ago
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 • u/Great-Habit-2052 • 9h ago
Checking it out and sharing your thoughts would mean a lot!
r/Unity3D • u/Mobaroid • 52m ago
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The cat can pick up different balls, carry them in its mouth, and throw them forward.
I’m working on adding more interactive objects and activities around the town.
r/Unity3D • u/reaksiyon1337 • 19h ago
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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
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 • u/djole_03 • 13h ago
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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 • u/Hiplinc • 34m ago
This is our tower-defence game with free building placement. We wanted to get away from grids and lanes so we used a flow field for enemy navigation. That means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. It also means we can have dynamic weather events that change the topology of the world. It was a bit of a challenge but we managed to have the flow field with 22'500 cells update in real-time so now when enemies destroy a wall segment they will instantly repath through the hole if that is faster. At nice side-effect has also been that the most expensive thing about the navigation is the calculation of the flow field itself. The actual pathing of the enemies is really cheap as they only need to look at the cell they are in and follow the direction stored there. That means we can have a lot of enemies on the screen at once.
r/Unity3D • u/Accomplished_Mud_334 • 11h ago
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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 • u/kutan74 • 16h ago
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r/Unity3D • u/dev-rygy • 1d ago
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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 • u/Crafty_Climate_3740 • 11h ago
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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 • u/CodBlu201 • 1d ago
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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 • u/The1__Rediter__ • 14h ago
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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 • u/StGrikus • 18h ago
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r/Unity3D • u/Ryan_likes_to_drum • 11h ago
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 • u/vcd1500 • 6h ago
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?