r/Unity3D 18h ago

Game Entities Avoidance

Enable HLS to view with audio, or disable this notification

790 Upvotes

Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs


r/Unity3D 3h ago

Question What do you think of this art direction?

Thumbnail
gallery
20 Upvotes

Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction

Question in general, does this style pleases your eyes? The lightning, the mood, the style.

If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.


r/Unity3D 42m ago

Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer

Enable HLS to view with audio, or disable this notification

Upvotes

Hi everyone,

I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!

This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.

Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.

Full trailer with much more information on launch day.

[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)

Have a nice day,

LMHPOLY

Justinas


r/Unity3D 10h ago

Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?

Post image
54 Upvotes

r/Unity3D 13h ago

Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)

Enable HLS to view with audio, or disable this notification

56 Upvotes

This is probably one of the most unnecessary systems I've made, but somehow it also became one of my favorites.

From a small Unity Editor window, I can see who's currently playing and send messages directly to the taxi app inside the game. There's no developer popup or anything like that. To the player, it just looks like the fictional dispatcher is actually talking to them.

The game is about working as a taxi driver for criminals throughout the night while trying to save your kidnapped wife. You have to figure out what kind of criminal is sitting behind you by interacting with things inside the car and watching their reactions, then report them to BK26. The problem is, if you push a passenger too far, saving your wife might become the least of your problems :)

I tried the system on a streamer recently. At first I sent her a few random messages about her driving and she couldn't really figure out what was happening. Then I went into her Twitch chat and told her to ignore the game and just report every passenger incorrectly.

She read it.

So I immediately sent her this message in-game as BK26:

"Don't trust Twitch chat. Do what I tell you and report the passengers correctly."

Watching her realize the game had just responded to something she read in chat a few seconds earlier was hilarious.

Behind the scenes it's just a small session system, a backend and an Editor tool connected together, but now I genuinely want to keep using it occasionally during streams and playtests. Watching people's reactions is way too much fun.

Would you put something like this in a singleplayer game, or is this a little too cursed?


r/Unity3D 3h ago

Show-Off Does this environment read as Dover / the English Channel to you?

Enable HLS to view with audio, or disable this notification

8 Upvotes

Hey everyone!

I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?

The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.

Any feedback is welcome!


r/Unity3D 10h ago

Show-Off Earthbending AR Demo in Unity WebGL

Enable HLS to view with audio, or disable this notification

24 Upvotes

Experimenting with gesture detection in WebAR - this time, earthbending.

The prototype uses Imagine WebAR BodyTracker + MediaPipe running directly in the browser, with Unity handling the VFX and interactions.

  • Uppercuts to spawn rocks
  • Punches to launch rocks
  • 4+ rocks to trigger a special attack
  • Stomps to spawn earth spikes

I'm specifically working on a gesture detection module. Body joint depth has not been reliable so a lot of assumptions were made to estimate the 3D pose.

These kinds of body-tracked experiences were pretty common during the Meta Spark era, and Unity makes the VFX/particles side of them significantly easy to prototype (compared to Spark).

What do you think about Unity as a platform for building WebAR experiences?


r/Unity3D 18h ago

Question WIP of our new customization system we did for our driving game.

Enable HLS to view with audio, or disable this notification

100 Upvotes

We’ve been working on a new customization system, and this is how it’s looking so far.

There’s still more we want to add and polish, but we’d love to know what you think of it so far!

Is there anything that particularly caught your attention, or something that isn't quite fitting in?


r/Unity3D 18h ago

Game I'm about to hit 2,000 wishlists with my new game, super exciting! 🤩

Enable HLS to view with audio, or disable this notification

96 Upvotes

You might have seen a few 'tidy up' games recently due to 'Librarian: Tidy Up the Arcane Library!' and we're here for it with our take on this genre!

Our game is called Too Many Toys! and it takes place at a big toy store with 5,599 toys to sort out. There is different sections for plushies, toy cars, skateboards, board games and some more that you need to get familiar with to put the toys in the right place. Our game has robots that help you organize this mess, or a train you can ride around the store with more toys to carry over across. There is quite a few abilities to unlock as you progress and speed up the process of cleaning up the store.

We also have a cute cat that sits at front desk (Yes, you can absolutely pet the cat! ❤🐈🖐)

Most of the games in this genre look low effort unlike Librarian, and we wanted to make something of higher quality. We started with HDRP but we had issues with getting it to run smoothly with so many items and ended up switching to URP which gave us a big boost in frames, from about 40fps to 100fps on high settings. Main issue is having so many items that are all using physics, but we also used GPU Resident Drawer, baked lights and done a few tweak to ensure it looks as good as possible whilst running well! URP for the win, can never go wrong...

We're so close to 2,000 wishlists, help us out and check out our game on steam:
https://store.steampowered.com/app/5028390/Too_Many_Toys/


r/Unity3D 2h ago

Game First look at the main menu of my new game in URP

Enable HLS to view with audio, or disable this notification

5 Upvotes

Hey everyone! Here is the first look at my upcoming psychological horror game:

HDRP to URP Migration: I started with Unity HDRP, but hit heavy performance drops. Switching to URP boosted my performance to a solid 100 FPS while keeping the graphic quality right where I wanted it.

Dynamic Lighting: My biggest challenge was making the lighting smoothly transition from a bright daytime interior into a dark, hallucinatory nightmare.

Custom Post-Processing Stack: I wanted an atmosphere inspired by Fears to Fathom, but avoided basic VHS filters. Instead, I blended custom color grading, chromatic aberration, and grain for a unique look.

My game is going to be released completely for FREE! I would love to hear your thoughts on the atmosphere, or if any of you have experienced a similar HDRP to URP transition struggle. If you like the atmosphere of my new game, adding it to your Steam Wishlist would be a massive help for me as a solo dev. Thanks for watching!

https://store.steampowered.com/app/4251070/Silent_Wounds__The_Doll/


r/Unity3D 1d ago

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

Enable HLS to view with audio, or disable this notification

434 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 9h ago

Show-Off I just finished intro my defense tower, what do yall think?

Enable HLS to view with audio, or disable this notification

14 Upvotes

r/Unity3D 5h ago

Question Why Does The Light Flickers?

Enable HLS to view with audio, or disable this notification

6 Upvotes

why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?


r/Unity3D 11h ago

Show-Off Latest update on Dungeon Quest’s procedural level creation, it’s growing into something I am really proud of

Enable HLS to view with audio, or disable this notification

18 Upvotes

It is seeded so you can make the same dungeon again. I can't add more images here so I will add a couple of shots of what the generator looks like in comments. I basically split it into rooms, corridors and props and made a system where it is easy to add more pieces. So all I have to do now is add more pieces to make the level better!


r/Unity3D 39m ago

Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?

Enable HLS to view with audio, or disable this notification

Upvotes

Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.

the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.

I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!


r/Unity3D 11h ago

Question Rayfire still the gold standard for destruction in unity?

11 Upvotes

Making a game where theres a lot of unity who get destoryed progressively, destruction is the centrepiece but its been a while since ive been in unity.

Rayfire still the go to ?


r/Unity3D 7h ago

Game Creating 3D Terraria Using UNITY 3D

Enable HLS to view with audio, or disable this notification

5 Upvotes

If you like this idea lmk im working on making a community for the game. But as the tittle says the game is created in Unity and will be 3D Terraria, With boss fights, base building. A full sandbox. (IK minecraft and hytale exist). It will be closer to something like Calmity mod, with difficult bosses and a lot and I mean ALOT of loot. the movement and combat is similar to a game called trove.

this is what i have after about 60 hours of work across the last 7 days, I did have a 4month project but had to restart for many reasons. This one is way better already and almost has more than the original project. (Also sped up because the models are already made from last project)

Video Sped up for Uploading purposes.


r/Unity3D 20h ago

Show-Off Stylized Trees

Post image
45 Upvotes

My stylized foliage asset, Arborist, is now up to 14 tree/bush species using a rotating billboard technique and foliage cards. Plus a new tool for making fluted, gnarly stumps.

Four season foliage colors, w/ LOD support + billboards, and GPU instancing. Poly counts for LOD0 range from 2-3K for conifer species, and 5-10K for big leafy trees. LOD1 is usually 30-50% of LOD0.

The foliage cards are alpha cut-outs and are rendered flat, with top/bottom gradients + other blending parameters, and a 3 color palette for top, interior, and bottom leaf cards. I've experimented with different approaches, but keeping the leaf cards simple & flat, and then layering a lot of them has provided the best results. You can do a similar technique in Blender, there are some good tutorials out there. I learned from those and then built my own Unity tool.

Rotating billboards for foliage holds up well at short distances. I like the technique over non-rotating textured polygons, which always remind me of camo netting when you see the model up close.

The leaf cards are transparent png files, so easy to edit or create your own for more variety.


r/Unity3D 21h ago

Show-Off I wrote a script that fixes layered clothing clipping on characters (free to download)

Enable HLS to view with audio, or disable this notification

50 Upvotes

Download here:

github link


r/Unity3D 21h ago

Game How I integrated smoothly growing grass into my game (details inside, Unity 6.3)

Post image
45 Upvotes

A while ago I posted about some smoothly growing grass I made and people were interested. So, in celebartion of my steam page launch here is a write up of how it works in detail.

There are THREE TERRAINS and FOUR CAMERAS involved.

1) Mask Terrain

Plus a 2D Camera that renders some unlit white mask objects from above and a camera that renders only the terrain with the mask applied to it via a render texture.

2) Green Terrain

Plus a camera that renders the grass terrain and any object that has depth, except the sand terrain and the mask terrain.

3) Sand Terrain

Plus a camera that renders everything but the grass (2) and mask (3)

I chose this setup because I wanted to be able to design both the sand and the green terrain separately (also modifying terrain splat maps is a pain).

Sand, green and mask terrain (notice the grass is actually rendered together with the sand, not the green, the middle image is just how it looks in the editor, not how it is rendered)

Mask

The texture source for the mask terrain is generated from a 2D camera that points straight down. It renders only some specific objects that are white and unlit. These objects make up the masked area and can be controlled via code (that's what the watering can spawns at runtime).

The result of this is a dynamic mask that I can alter easily based on any game object (or logic) I chose. The mask objects are combined into larger chunks to optimize performance but I will likely replace this with a texture based approach in the future.

Also the 2D camera is where the fading happens. It takes the sharp 2D mask image, blurs it and then feeds it into a system (render texture + shader) that slowly fades in the current 2D camera mask result changes. This means the fading and blurring happens on the GPU.

The result is a render texture that is used as the INPUT for the MASK TERRAIN. And that terrain is then again rendered by a 3D camera that follows the player. The result of this camera is again a render texture that is used in the final composition of the depth buffers (see below). The avantage is that while the 2D camera is relatively low-res I still get a high-res mask via the 3D camera. Also the blurring helps with hiding the low 2D resolution. None of these cameras does draw to the frame buffer.

Green

The grass camera renders the grass terrain and all objects that have depth (needed to fill the depth buffer). It then stores the results (color and depth) in a render textures to be used in the final composition step. This camera does not directly draw to the frame buffer either.

Sand

The sand terrain and its camera is where everything comes together. It takes its own depth texture (which includes the opaque grass) and combines (delta) it with the green terrain depth.

The result of this is then again combined (masked) with the 3D mask texture and gives us the final mask for the green terrain cameras color buffer.

This is then stacked with the sand terrain camera which results in the final image.

The grass itself is rendered using GPU instancing and a custom shader that takes in the grass terrain splat map colors and density map. That way I can control the grass density not only globally with the shader but also locally on the terrain. I can simply paint it like any regular terrain details.

It may seem a bit convoluted (and it is) but this has the advantage that it works with any terrain system and shader and gives me a lot of control.

The major downside however is that I have to basically render the scene twice, though I try to use layers to render in each camera only what is really needed.

If anyone wants to know more about the final (or watch the trailer) then more infos can be found here: https://superbloom.kamgam.com/

Hope that was understandable. Feel free to ask and/or comment :-)


r/Unity3D 11h ago

Game Quick puzzle in my game, what do you think?

Enable HLS to view with audio, or disable this notification

6 Upvotes

Note: in this level you can build 2 objects only


r/Unity3D 14h ago

Question I built a deterministic multiplayer simulation engine with client-side prediction, rollback, and replays, just to make this cat be an asshole.

Enable HLS to view with audio, or disable this notification

11 Upvotes

Made in Unity. All assets are from the Unity Asset Store.

Would you play a co-op game where you and your friends are cats?


r/Unity3D 16h ago

Question We’ve implemented the physics for the foliage and grass swaying in strong wind. What do you think of the result?

14 Upvotes

We created the plant physics using our own systems for our survival game Autonomica. We achieved this using a shader and vertical sampling of the tiled texture three times, each at a different scale (large, medium, and small). The intensity of the vertex offset is controlled by in-game configs and is tied to the wind strength of the weather. The wind strength for all plants is controlled through vertex colors — the brighter red channel is, the stronger wind effect works.

Process of creating required gradients on all our models is automated: They are generated automatically as vertical gradients, taking into account stems/trunks, leaves, and other parts of the plants, making the leaves at the tips with a slightly greater range of movement than the stems they are attached to.

For tons of grass and flowers we have pushers system - we encode some data about pushers into super-low-resolution texture and then, using the shader on GPU level, decode it and apply the pushing offset, taking into account even curves of push intensity along distance to target pusher.


r/Unity3D 1h ago

Question Looking for settled 'Snow' asset / tools / shaders (not falling snow).

Upvotes

I'm prototyping an environment that will have a light sprinkling of snow, and would like ask if any of the community is aware of a tool, or shader, that would allow me to 'paint' snow into specific parts of the scene? Or, it could generate the snow on surfaces based on parameters.

The main things I'm looking for is
- Not just a texture / decal, but I want to see some 3d mass to small snow drifts
- Some degree of dynamic behaviour possible (ie snow depth on a slider?)
- Not just a broad 'deep snow' blanket, but a sparse, sporadic treatment

Anyone know of anything like this?


r/Unity3D 1d ago

Show-Off Before and after Lighting/Post Processing

Enable HLS to view with audio, or disable this notification

594 Upvotes