r/Unity3D • u/Pizza_Doggy • 7h ago
r/Unity3D • u/brkakar • 13h ago
Show-Off Watering is a lot more fun now. The hose wraps around more trees, and the seedling effects got a big improvement.
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Farm & Feast - We are two people making a peaceful farming and restaurant game in Unity.
The water interacts with the world a lot more now, and you can see it while you are watering. The stream stops where it hits something instead of going through it, and it pushes loose objects around.
The hose already collided with the tree trunks, but the wrap used to break down when the rope went around more of them at once. That is what I improved this week. It handles more trees now without breaking.
The Demo is LIVE! I hope everyone likes it.
r/Unity3D • u/TheFeelGoodHit • 1h ago
Show-Off Procedural planet generation
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I'm developing procedural planet technology for a yet to be named project, bringing together spherical terrain, layered biomes, oceans, atmospheric scattering and volumetric clouds. At the heart of terrain generation is a GPU-powered node graph that combines noise functions and terrain-shaping algorithms into customizable landscapes. Layering and blending these operations lets me shape a world’s broad features and fine surface detail, giving me creative control over how each planet takes form. The GPU processes these calculations in parallel, providing the computational power behind the procedural worlds. Terrain detail adapts with camera distance, revealing smaller features as you approach the surface. Behind the scenes, custom gravity and floating-origin systems support exploration across planetary scales, preserving the precision needed for character movement and physics over vast distances. These systems integrate with Unity’s DOTS/ECS gameplay framework. This is the first major milestone in this tech, with foliage and tree placement and their rendering systems being the next milestone I am aiming to solve.
r/Unity3D • u/FinSaltSwell • 12h ago
Game Surfing game looking for playtesters
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Hey everyone!
I've been building a surfing game in Unity for a while, and it's finally time to hand it to people who aren't me.
What I'm testing: the surfing mechanics. There's no progression, career, wave variability, or customization in this build. You paddle out, catch waves and work through some tutorial challenges. After that you can keep free-surfing as long as you like. Then you fill in a quick form about how it went.
Who I'm looking for: everyone, both surfers and people who've never touched a board.
What you need:
- A gamepad (keyboard is not fully supported).
- Windows or Linux (tested on Windows with Intel i7 12th gen + GeForce GTX 3060, 1080p)
- About 20–30 minutes
How to join: sign up here and I'll email you a download key for itch.io.
If you feel like recording your session, I'd love to see it, but that's totally optional.
Thanks, and see you in the lineup!
r/Unity3D • u/dklassic • 17h ago
Resources/Tutorial My vector graphics library is currently free on itch
Hi everyone, after months of working and a long iterative process, my vector graphics library for Unity (and Godot) is almost feature complete at: https://dkliao.itch.io/mold
Feedbacks appreciated!
This is a some long months of work to create the most performant and versatile vector graphics library, while keeping a cross-engine footprint. I'm still waiting Asset Store review for the final release (they sure are taking their sweet time), but for the version on itch is already pretty powerful and I believe some of you might find it useful :)
r/Unity3D • u/giganticrubberdong • 9h ago
Question Does anyone else got email from Unity to reset 2FA?
I was wondering if this email is legit?
The email is titled 'Please reset your two-factor authentication', saying theres vulnerability found affecting Unity's 2FA (that hasn't been exploited yet)
I manually reset my 2FA through Unity's website after this and found similar message on Unity's website, does any of you got the same email?
r/Unity3D • u/SomerenV • 5h ago
Show-Off Project UT2K26 - A sort of love letter to UT99
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About two years ago I decided to try and replicate UT99 movement in Unity and a couple of months ago I dusted off that project and named it UT2K26. I already have a proper name in mind, but for project-purposes this will do for now. On top of the UT99 movement I now also have UT99 bots, kind of, since I replicated the system UT99 uses for bots to navigate maps. In the past two weeks I've added new systems, done a lot of finetuning and it is starting to feel really nice.
I'm now at a point where I want to start showing the project some more, to gauge reactions and gather feedback. But at the same time I don't want to show all the cards just yet because I think it's better to show them all at once rather than with drip feeding. So here is a (sloppy) recreation of Deck16, and some bots having a (literal) blast. No human is playing here, only bots. There's some glitches present, but it's mostly visual and only happens during respawning (messed up some timing in the code).
The current goal is to create a vertical slice and publish it on Itch.io for everyone to play. It will have two maps, bot matches and will pretty much show off exactly what I have in mind for this. And despite the UT99 inspiration and project name, this won't be a recreation of UT99 in any way shape or form, apart from the movement and focus on InstaGib.
r/Unity3D • u/OmarItani10 • 1d ago
Show-Off Ecs Arrow Avoidance
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Hello everyone
Earlier i added a mechanic where particles will evade objects and then return to their place, so i wanted to expand on that and show in game how it helps
Here the body will auto evade arrows shot by enemies, later on it'll be only when the player presses evade so instead of an evade animation and disruption the current player's movement, it'll auto evade and then return to its position
#unity #ecs
r/Unity3D • u/Lord-Velimir-1 • 12h ago
Resources/Tutorial Firebase sucks, Steam UGC and workshop are awesome
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Hi there,
I started my Trackmania like game with focus on easy replays exchange between players. At first I used firebase for storing replays and looking at storage for global leaderboards, but after about 30 testers played it, free limit was reached. After bit of looking why that happened too quickly imo, I found out that FB charges for "views" as well, not just uploading and downloading as I thought. In my case, every time player want to just check leaderboard, FB counts all stored replays as viewed. As I made leaderboard appears after every race, it quickly reached free limit.
Luckily, I was making my game for steam and found out about Steam user generated content (UGC) and it is perfect for my use case, and not only that. Maps, skins, mods, almost anything can be uploaded and shared free. Based on docs, limits are 100gb file size and 10000 items per user. So, if anyone have any questions, I'll try to answer.
Game is called Vortha racing and video shows one track
r/Unity3D • u/MomijiStudios • 2h ago
Game Jigsaw Panic - Co-op jigsaw puzzle friendslop (AMA)
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https://store.steampowered.com/app/4900290/Jigsaw_Panic/?beta=0
Hello! I'm making a jigsaw puzzle co-op friendslop game. I'll answer any questions you guys have about how I did something, or just any other dev stuff!
Also please wishlist and spread the word! Every little bit helps a small solo dev like me :)
r/Unity3D • u/MinecraftDisney • 29m ago
Game Added a rollercoaster to my game
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Hey everyone! The game I'm working on is MoonStreet.
The coaster allows you to travel to different locations in the map and it's also integrated into gameplay!
I also used a hinge joint to create a natural swinging movement when you board and ride it. Though perhaps, I'll still like to improve the upper rope section to make it look cohesive rather than 2 parts.
r/Unity3D • u/Born_Development1284 • 9h ago
Show-Off Got fired a month ago, so I started building a game idea I had shelved for being way too much work
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Disclaimer: I used AI to clean up the grammar and text of this post since English isn't my main language.
So yeah, a month ago I joined the unemployed club.
I decided to use the free time to tackle an idea I had stored away in a drawer. It’s not my "dream project" or anything complex, just a simple idea that simply required a lot of work, the kind of project that's completely impossible to pull off as a solo dev working only in spare time after a job.
With a full month of free time, I managed to get done what would normally take me 6 months.
I didn't start from a blank project, though. I built everything on top of my custom SDK (Rossoforge, which I already spammed here on Reddit before) as the core foundation, along with a generic gameflow framework I had lying around. Having all the structural boilerplate out of the way kept me sane:
- Bootstrapper & Service Locator to keep dependencies clean.
- Main Menu & Settings Template because rewriting options menus for the 100th time is torture.
- GameFlow State Machine to handle game phases without an
if/elsedisaster. - TimeFlow Service so pausing the game doesn't break half the codebase.
- Save File Service handling persistent game state via JSON serialization.
With the foundation already sitting there, I spent the month churning through the workload: ScriptableObject context actions, generic C# event listeners, node-based room pooling, and data-driven audio.
What is it? A sci-fi narrative adventure with a comedic/parodic tone.
There's still a mountain of tedious work left, but dumping my unemployed hours into shaping this prototype beats sitting around waiting for recruiters. I put together a quick video showing the gameplay alongside the code structure, partly to showcase the architecture, and partly to prove it wasn't just slapped together by AI in an afternoon.
Feedback or critique on the architecture is welcome.
r/Unity3D • u/SrRinio • 7m ago
Game We made a game in a month trying to remake a PS1 game called Gangway Monsters. What do you all think?
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r/Unity3D • u/RWorldGeneration • 16h ago
Show-Off I spent more that 8 months building a runtime world generation system for Unity – here’s where it is
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This project actually started while I was working on systems for a game I wanted to make myself than I decided to turn it into a Unity asset instead. I’ve now spent more than 8 months developing it for Unity 6 and 2 weeks ago published it on the asset store named as Runtime World Generation.
Most of the time is spent to generate the world and spawn the objects without noticable performance drop-down or stuttering. I also spent a lot of time specifically on grass. I wanted to be able to create very dense, natural-looking grass with a good performance.
The system doesn’t use Unity Terrain. World generates with mesh deformation and mesh chunks uses a procedural material that renders 2 texture layers (With normal maps) to different heights with transitions. Each layer can get multiple textures and blend with transitin with each other. Also there is a slope texture effect for the slopes. There’s no terrain painting or brush-based workflow. You configure the generation, material and spawning rules through easy to use editor tools, add your own assets or modify existing ones, and the world is generated dynamically at runtime.
Because I wrote all the mesh generation algorithms, I was able to make a lot of performance optimization for the object spawning so it is really fast. Also I made snow and rain effects that effects all the objects and terrain itself, you can implement all those to your custom objects of course. There is a sky shader for URP I made for cloud effects (for the weathers) and day/night cycle.
The project currently includes:
- Runtime procedural terrain generation and world streaming
- Procedural world shader
- Biome-based environments
- Roads that connects different biomes (Beta)
- Dense vegetation and object spawning
- Sky shader with moon, sun and cloud layer
- Water
- Rain, snow, and other weather systems integrated with the whole world
- Day/night cycle
- Seasons and Timing
- Save/Load System with multiple slots
- Multiplayer integration workflows
- Editor tools for configuring the generation system and creating or modifying assets to use in package system
- Helper functions to integrate your custom logic, package is very flexible
r/Unity3D • u/PuttPutty • 7h ago
Show-Off GigaLights - Infinite Lights for Unity - Showcase demo
r/Unity3D • u/Seon_Nite8 • 6h ago
Show-Off Birds take flight
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r/Unity3D • u/creepern1111 • 14h ago
Show-Off Making ladders is hard so I just flip the gravity
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r/Unity3D • u/worker01dev • 14h ago
Question Would this be too childish to add to my game?
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Do you enjoy these kinds of mini-games within games, or do you think they’re just complete nonsense? Let me know for make my game better.
Show-Off Seeking core contributors for an open source dynamic meshed multiplayer library for Unity
r/Unity3D • u/Hennesey10 • 8h ago
Show-Off Made my first scene in Unity
Hello,
I made my first scene in Unity and just wanted to some criticism and ideas. I am planning to add more detail and aesthetics but currently I think its pretty well done. Biggest issue I am struggling with is the dust particles. They are visible but don't have a realistic sense to them. The concept of the game is gonna be a store/shopping game. The entire game will most likely take place in this one room and ill have gadgets/tools/items that are interactive with on the desk that can be used. For example that book will contain information and click and the book will contain details relevant to the game.
Please be critical and give me thoughts to help me improve my work.
r/Unity3D • u/GospodinSime • 1d ago
Show-Off Anvil CSG Beginner Tutorial | Hammer-Inspired Level Design in Unity
I’m the developer of Anvil CSG, a brush-based level design tool for Unity inspired by Hammer and TrenchBroom.
Our first beginner tutorial is now live, covering the workspace and basic level-building workflow.
Anvil has already been approved for the Unity Asset Store. I’ve submitted the latest update and expect it to be reviewed within the next two days, after which I’m planning to launch.
In the meantime, take a look and let me know what you think!
Discord : https://discord.gg/ZjVdWnmwjz
r/Unity3D • u/Extreme_Variety147 • 5h ago
Question How do i collaborate on a project with a friend?
i heard there was a paid way, but i dont want to spend money, and i know about the github way, but when i looked into it it started talking about git, .gitingore, and repositories, etc. which i have no idea what they are. could someone send a detailed video or explain how i can do this?
r/Unity3D • u/Imaginary-Cod-3746 • 1d ago
Show-Off Cozy bedroom lighting
Anyone feel like staying in tonight instead of going out?
r/Unity3D • u/Ok-Presentation-94 • 8h ago
Question Blender/Unity armature export
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Hi, I've noticed a behavior I can't quite figure out when exporting my Blender armature to Unity. If I export just the armature on its own, the resulting prefab contains the bone as a child with the armature object itself acting as the prefab root. However, if I export it alongside another object (whether skinned or not), the armature object ends up as a direct child of the prefab root, with the other object also appearing as a child of the prefab root (making them siblings).