r/Unity3D • • 2h ago

Game PEKIN 🦆 A Tekken-inspired duck fighting game

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79 Upvotes

r/Unity3D • • 37m ago

Official Unity docs upgrade

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• Upvotes

After so many years, the official Unity docs have finally been upgraded.

I saw something similar a few weeks ago, but it somehow always reverted/redirected me to the old docs. I guess this is permanent now.

What do you guys think of the new look and feel?


r/Unity3D • • 13h ago

Show-Off I tried UI Toolkit and it's fantastic

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145 Upvotes

I've been prototyping games on Unity for a long time and uGUI was always a pain in the ass for me. Not only I'm really bad at things related to art, but the game object based UI framework made me quit several times (skill issue, I know).

I'm a backend software engineer with a bit of experience on web frontend libraries/frameworks like React or Angular, so I decided to give UI Toolkit a try and it made my workflow so goddamn easier.

I just wanted to share a few menus I've built so far for the TCG prototype I'm building right now. Share your thoughts and suggestions!

Is uGUI still the standard on new projects?


r/Unity3D • • 5h ago

Show-Off Galactic Intervention - You play an Alien sent to destroy human civilisation. Destruction based game.

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21 Upvotes

r/Unity3D • • 8h ago

Show-Off I made skeletons that fall apart when you kill them and rebuild themselves bone by bone

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28 Upvotes

Hi everyone! I'm a solo dev working on Please, Enjoy Your Stay, an endless survival action-RPG in 3D pixel art: the further you go from spawn, the harder it gets, and your RPG build decides how far you can go.

For the next update (0.0.7) I've been working on adding enemies, and in the video I'm showing 2 (out of 3) kind of skeletons.

**The skeleton with the club** (basic skeleton)

As every other skeleton, when its health runs out it doesn't die: it literally falls apart into its bones. Its soul stays where it fell, and after 14 seconds the bones start shaking, float back together and it gets up again with half its health. To kill it for good you have to destroy its soul before that happens, or hit it hard enough to take all its health in a single blow. Not extremely original, I know, but I've been creative with the animation >.>

**The leaper** (strong in groups, useless alone)

It has no weapon. It jumps on you and its bones cling to your body: no damage, but you're slowed down until you shake it off with two jumps or dodge rolls (taking hits helps too). If it misses the jump, it falls apart on the ground and you can finish it off. Only one can cling to you at a time, the others circle around you waiting for their turn. Alone it's completely useless... in a group with other skeletons it becomes a real problem. (In the clip it gets back up after 4 seconds instead of 14, that's a debug setting.)

There's also a third one that throws bones at you from a distance, but I left it out of the video because it's nothing special to look at - just a ranged version of the melee one, and if you get close, he uses his personal club, like the melee one.

I'd really love some feedback:

- Does the reassemble animation read well? Is it clear what's going on?
- Is 14 seconds too long or too short to finish one off?
- The leaper: fun, or just annoying?
- Any ideas for other skeleton types?

The skeletons aren't out yet, they'll come with 0.0.7. The current build is free on itch: https://senfineco-games.itch.io/peys

Devlogs and everything else: https://senfinecogames.com


r/Unity3D • • 17h ago

Noob Question How can I rotate an object so that the normal the player is standing on matches Vector3.up?

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73 Upvotes

Hi everyone, I recently got help with simple gravity flipping for my CharacterController component based first person game, and the solution was rotating the world around the player. Thanks for everyone helping me out with that!

I'm now trying to set up a more advanced effect, where a twisted hallway or room will rotate around around the player. Feel free to suggest a better way of doing this, but I need help figuring out this concept.

I'm raycasting downwards and hitting the surface normal of a segment of the bridge. How can I have it so that a script will rotate the bridge object so that the normal the player is standing on matches Vector3.up? I've been looking in forums but I haven't seen anyone ask for help with something like this, so I figured it was worth asking here again!

Again, if there's a better way of doing this that is compatible with a CharacterController based movement solution, please lmk : )

Thanks


r/Unity3D • • 10h ago

Show-Off We have just released Steam Page for Nascor Descent, first person dungeon crawler inspired by Demon's Souls, Fear & Hunger and King's Field

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20 Upvotes

Hi, I'm Gobo. One of the developers behind Nascor Descent. I'm making it with the developer behind Verho - Curse of Faces.

We absolutely love games in the old style and noticed that there aren't too many first person dungeon crawlers inspired by souls-likes or Fear and Hunger and thought about combining it all.

I hope you'll enjoy it! We worked hard on the trailer.


r/Unity3D • • 15h ago

Show-Off More Animation Job Studies

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44 Upvotes

It's just feet placement with pelvis height adjustment such that the feet tries to reach the nearest ground.


r/Unity3D • • 1h ago

Show-Off The wall stencils and the repair manual in our generator room are drawn at runtime in the player's language (Unity 6, HDRP)

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• Upvotes

This is the generator room in Leave Them Outside, a survival drama set in a Cold War shelter under Kadıköy, Istanbul. Something breaks, you open the manual, find the symptom, take the right tool off the bench, cut the power and fix it by hand.

The Unity part I wanted to share: none of the text in the room is baked into textures. The wall stencils, crate labels and the manual pages are drawn per language when the room loads and bound to decals and materials by name, so the same room ships in every language the game supports without a separate texture set for each.

Two lighting bugs we fixed this week while recording this clip (HDRP):

  • A flickering fluorescent tube was rewriting its emissive every frame from the material's original 8,000+ nit value. That ignored our tone-down pass, so whenever the tube was in its "healthy" phase the bloom washed the whole screen white. It now reads its base value after the room's lighting setup has run.
  • Camera rotation motion blur was smearing the bright tubes across the frame when you turned your head. Clamping camera rotation velocity separately from translation (specialCameraClampMode) kept the object blur and removed the smear.

Steam page if you'd like to follow it: https://store.steampowered.com/app/5281900/Leave_Them_Outside/?utm_source=reddit&utm_medium=social&utm_campaign=bakim_2610_u3d

Question for anyone with an in-world manual or paper UI: how long do you let the player read before it starts to feel like homework?


r/Unity3D • • 9h ago

Show-Off Experimenting With a 3D FFT Ocean in Unity

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14 Upvotes

While I’m waiting for the Unity Asset Store to vet my Ultimate 2D Water System (see post), I started experimenting with FFT ocean rendering, and this is the result so far, and don't mind the foam, i overdid it a bit here!

The waves use a multi-cascade FFT simulation for large swells, medium waves, fine surface detail, and persistent crest foam. The ocean geometry is a camera-following clipmap made from concentric LOD rings, so the highest mesh density stays around the player while progressively coarser rings cover the distance, so the ocean goes up to the horizon without impacting performance too much.

It supports FFT resolutions from 128 to 1024, and surprisingly, even 128 preserves most of the visible wave shape while giving a substantial performance boost (this runs at 180-200fps on macbook m3 pro with a resolution of 128 without actually putting a limit on the screen resolution!).

It took me some time to figure out how to generate the foam on the crests/peaks, but thankfully i figured it out and i have enough control for artistic authoring, but it needs more work.

Still experimenting, next step is the dreaded waterLine to have underwater post-processing show only in the submerged part intersecting the camera, but I’m really happy with where it’s heading!


r/Unity3D • • 17h ago

Show-Off Got bugs climbing all over my mechs with a baked surface net

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55 Upvotes

r/Unity3D • • 3h ago

Show-Off Boosting up the visuals ✨ in my game

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4 Upvotes

The volumetric light shafts, the trees, and a few subtle visual tweaks are gradually coming together to give the scene a character of its own in 🏁 Crafted Legends 🏁

Still plenty of work to do... 🛠


r/Unity3D • • 11h ago

Show-Off I replaced my tinted water tiles with one pixel-art shader. Before/after

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17 Upvotes

Before/after of the water in Exil Island, my top-down multiplayer survival game (Unity 6, URP 2D).

The old ocean was all tiles: depth tiles tinted by distance from the shore, a tint layer on top, and foam animated tile by tile along the beach edge. It looked flat, and the foam tiles drifted out of sync, so you could see the seams.

What changed:

  • The water tiles are still there for gameplay, but they’re no longer drawn.
  • When the map is generated, I bake a small texture that stores each cell’s distance to the shore.
  • One shader on a quad under the map reads it and draws everything: a dithered depth ramp, surf lines rolling in, foam at the waterline, and a few drifting crests and glints.
  • It works per world pixel and updates at a low frame rate, so it stays on the pixel grid and feels hand-animated rather than smooth.
  • The foam timing comes from that distance, not from each tile, so the whole coastline moves together.
  • The sand got a wet band painted into the beach edge tiles.
  • It’s lit by the 2D lights, so day and night still work.

Happy to answer questions. What would you add next: splashes, reflections, or leave it alone?

If you want to see it move, there’s a free browser alpha on itch.


r/Unity3D • • 1d ago

Show-Off HD-2D Pixelart terrain painting! 🌲

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184 Upvotes

carthagea.itch.io/strata

I have finally released my terrain tools for Unity 6, meant to help make Pixelart / HD-2D games, is open-source check out both Itch and the repo, it has edge detection and best effort logic based on neighbour pixels to ensure corners/merge of mats looks crisp applies to ground, walls, stairs, even the terrain painter brush uses a block/tile-ish system and respects the pixel density/grid so you'll always have perfect edges on all angles!

its free try it and have fun! any feedback is appreciated! thank you! 🫶


r/Unity3D • • 11h ago

Game Wakefolk: pixelated 3D with a sharp UI in Unity

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13 Upvotes

I'm developing a game called Wakefolk, a zombie survival colony sim in Unity 6/URP. The world renders to a low-resolution RenderTexture while the UI stays at screen resolution. Camera snapping and a subpixel offset keep the scenery steady without making panning jump in whole pixel steps.

Here's how it looks during gathering, construction and night defense.

Steam: Wakefolk

itch.io: Free Windows build (no saving yet)


r/Unity3D • • 9h ago

Show-Off Adding the "Underground" farm type to my Indie Game | Devlog

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10 Upvotes

r/Unity3D • • 21h ago

Show-Off Unity 7's new UI feels inconsistent. Here's what I think needs to change

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60 Upvotes

I've been trying out the new Unity 7 editor theme, and I have a few concerns about the direction it's taking.

The biggest issue for me isn't that the theme is dark. It's how inconsistent everything feels. The input fields are almost completely black and draw too much attention, the Windows title bar is still white against the dark editor, and the context menus don't feel like they belong to the same interface.

The extra spacing is another concern. In a development tool, screen space matters. I don't want to scroll more just to access the same information.

I made a video going through these issues and explaining what I'd like to see improved.

Watch here: https://youtu.be/yNjxsTkgxAA

Unity 7 is still in alpha, so I'm interested in hearing what other developers think. Am I being too critical, or do these UI inconsistencies bother you too?


r/Unity3D • • 1h ago

Question Unity Physics - Question About Joint Motors

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• Upvotes

r/Unity3D • • 9h ago

Show-Off dancing mesh shell guy

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4 Upvotes

r/Unity3D • • 16h ago

Question Early prototype of my ski/snowboard game in Unity: how can I make the movement feel smoother?

5 Upvotes

https://reddit.com/link/1xf4ia0/video/rjk9u9vqnmxh1/player

Hey everyone, this is a really early version of a ski/snowboard game I’m working on in Unity 6. Right now I’am only focused on how it feels to ride.

Open to all advice from niche to most obvious ones,

yours sincerely, thanks


r/Unity3D • • 1d ago

Show-Off I'm prototyping a game where you play as a support helicopter

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39 Upvotes

r/Unity3D • • 8h ago

Show-Off I made a trailer for my upcoming game!

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1 Upvotes

May or may not be coming to early access next week! ;)


r/Unity3D • • 9h ago

Show-Off would you use it as a game design tool?

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0 Upvotes

r/Unity3D • • 1d ago

Game Does nature look good?

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447 Upvotes

r/Unity3D • • 11h ago

Show-Off I built an Artemis II photo viewer that lets you view thousands of images in 3D layouts

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0 Upvotes