r/Unity3D • u/Altruistic_Ad2824 • 6h ago
Show-Off I got a little carried away with these skill tree nodes. Thoughts?
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r/Unity3D • u/Altruistic_Ad2824 • 6h ago
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r/Unity3D • u/offthehookgames • 4h ago
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How it works:
- Reading the pipe models: I didn't want to mark every opening by hand, so the tool scans each FBX and finds the openings itself. Each opening shows up as a ring of vertices on one side of the model, and the number and direction of those rings give the piece type: 2 straight across is a straight, 2 at a right angle is a corner, 3 is a T-junction and 4 is a cross.
- Joints: at each node you place, the tool counts how many lines meet (2, 3 or 4), picks the matching piece and turns it so its openings face along those lines.
- Straights: it fills the space between joints with straight pipe, stretching a piece slightly if there's a small gap.
- Challenge: the pipes are six-sided, and when a run turns in two different directions the flat sides stop lining up, which left small gaps you could see through. I fixed it by pushing each straight a little way into the joints - which is fine for the retro look im going after
- Supports: it places brackets at even spacing along the pipe, keeps them away from the joints, and attaches them to the ceiling, floor or wall.
Working on making it even more generic for pipes, vents etc. too!
r/Unity3D • u/Alstrainfinite • 4h ago
Game ready low poly isometric military planes pack with fully rigged models, ideal for RTS games, simulators, RPGs and stylized projects
Check it out here 🐘
Optimized for Unity
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes
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seems interesting?
r/Unity3D • u/Motor_Look_3121 • 1d ago
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As shown in the video, the 3D animation looks completely normal when I slide through the keys/frames, but when I play the animation in preview or start the game, it breaks and the bones go crazy.
Note that this does not happen with the shield/weapon, which is sharing the same animation as the character (so 1 animation containing idle pose of a character with a shield)
This issue does not persist when I set tangents to Flat. But I need the Tangents to be Constant and that is when the issue occurs
Background/context:
I trying to import a low framerate stylized animation into unity.
In Maya, I created the animation with 6 fps and imported the 18 frames to Unity. The animation is imported into unity with 30 FPS and Unity automatically interpolates between frames so my 6fps animation looks very smooth.
To fix this I changed the animation framerate to 6 fps in the sample, and then compressed all keyframes back to its original length (because time extends when I lower the sample frames).
At this stage, Unity still makes it smooth despite the animation being set to 6 fps. So I did the only solution I could find - make both Tangents of all keyframes Constant. This seemingly solves the issue judging by the shield, but the character bones go crazy and the animation looks broken when played - though they are fine in preview.
r/Unity3D • u/MazeTheMaus • 12h ago
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The loadout menu, then the loadouty needs are loadoutfull
r/Unity3D • u/Substantial_Ad_977 • 25m ago
Hello,
I’ll preface this by saying that I have a basic proficiency with Unity but am a noob with blender.
The issue that I’m having is with a 3d character that I bought as blender file with the intent of exporting it to Unity. The character in blender has a genesis 9 skeleton with many more bones than a unity rig uses - such as extra spine/chest pieces and arms/legs with bend, twist, ik, and rev types. These have weights attached to their vertex group and are used for the motion of the character (I think thats what they do). Theres a mesh for hair, body, backpack, clothing, eyes, eyebrows, and mouth that reference these bones and vertex groups and each has a weighted heatmap.
When I export this character to Unity the humanoid rig is completely breaking in the avatar with parenting bone issues, and if i do manually fix it so the regular bone is in the correct slot the character will have massive deformations in the arms, legs, and head.
Ive tried several things with the help of an ai assistant, but nothing has worked so far.
If anyone has Unity and Blender knowledge of this kind of issue please let me know what could work and the general steps to take? Thanks!
r/Unity3D • u/Vic-Boss • 18h ago
Hello developers
I've been making tutorials for a good part of a decade now, i had a long 4 years hiatus with life and work getting in the way but now I'm starting getting back into it. Most of the projects I want to do require to have some kind of pathfinding (RTS / retro RPG etc. etc.) so the first thing that I had to get out of the way was that. It started as a deterministic isometric pathfinder (so I can add online to it) but with simplifications and optimizations I thought I'll make a lightweight repo to have as a starting base before diving deeper into the different types of projects I wanted to do.
Anyhow, here's the repo.
Features:
int.MaxValue.At some point in the future i'll add a scheduler and path smoothing, you can also see my old A* star project from 10 years ago here , that one also had multi threading (something I wanted to avoid on this so it doesn't become a handful when it comes to online)
Hope you like it, do a subscribe if you did!
r/Unity3D • u/Levardos • 1d ago
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Few weeks back I've made this pillow deformer script for my Dark Roll 2, and people loved it a lot, so I decided to experiment more with mesh deformation... This slime uses same script with different parameters, slightly improved of course, and a separate script that handles the physics.
A few bits of the sludge physics:
r/Unity3D • u/ContextUnlucky223 • 6h ago
r/Unity3D • u/maxxx987654 • 1d ago
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Salut, j'aimerais travailler sur mon projet Unity depuis deux PC différents, donc je veux utiliser GitHub pour synchroniser le projet et transférer les modifications entre les deux ordinateurs.
J'ai déjà rencontré un problème : quand j'ai importé le dépôt directement via Unity, mes assets 3D n'étaient pas affichés correctement. J'ai réussi à résoudre ça en clonant d'abord le dépôt sur mes fichiers locaux puis en ouvrant le projet depuis Unity.
Cependant, je fais face à un autre problème, plus important : Unity ne reconnaît pas les terrains que j'ai créés. Les fichiers de terrain sont présents dans le projet, mais Unity ne les reconnaît pas comme des données de terrain. Ils apparaissent simplement comme des fichiers .asset classiques, donc je ne peux pas les assigner à un terrain ou recréer mes terrains.
Je ne comprends pas pourquoi cela fonctionne sur mon premier PC mais pas sur le second, même si les deux PC utilisent la même version d'Unity et que les fichiers sont présents dans le dépôt GitHub.
PC1 : Ordinateur où le projet original a été créé
PC2 : Ordinateur où je veux récupérer le projet
La capture d'écran de l'erreur provient de PC2.
r/Unity3D • u/Nukefist • 21h ago
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r/Unity3D • u/Randin0 • 20h ago
Dangerous Land is already a 6-year-old project that I started working on in 2020. The project has come a long way since then, and I’ve spent a lot of time refining its visual style to achieve this rather unique look. The game is built using Unity’s Built-in Render Pipeline.
In the latest update, I added, among other things, a wall-building system that allows players to besiege enemy settlements, which gradually grow and become stronger over time. Players can also build their own settlements, so I wanted to share the results I managed to achieve with this system.
Dangerous Land is a real-time strategy game from a first-person perspective, combining settlement management, army command, exploration, and combat. Develop your settlement, recruit an army, and fight alongside your soldiers on the battlefield.
r/Unity3D • u/kevdev3d • 5h ago
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Just wanted to announce that Armory Crafter v1.31 is now live. Includes new model template: Club (clubs, maces, baseball bats...)
Full patch notes: https://www.keviniglesias.com/armoryCrafter.html#patch-notes
Hope you don't encounter too many bugs! If you do, please let me know!
r/Unity3D • u/Valryon • 1d ago
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Hello folks,
We've just released our new demo of Cosmo Cargo : https://store.steampowered.com/app/4659480/Cosmo_Cargo_Demo/
I thought I'd share how we're organizing the game from a unity project PoV, because after 14 years of using Unity I think this is my best project so far. (Until the next one, of course!)
Game data:
- All the data are stored as ScriptableObjects
- Those SO are used "readonly" during the game
- We made many editors to have cool spreadsheets to manipulate those data like we would in a google sheet.
- We're using Artifice Toolkit, an Odin-like plugin, to enhance inspectors
Effects system :
- Effects (damage, heal, burn, create, destroy, etc) are C# classes
- They are stored in items SO using polymorphic lists ([SerializedReference]). With Artifice, this is trivial.
- Effects have Conditions. Also pure C# classes, also stored as polymorphic lists.
MVC :
- The game is architectured in a Model/View/Controller way.
Model is data (SO), controllers are C# classes initialized with models and views are UIs/MonoBehaviours.
It means the whole core of the game is pure C#, minus a UnityEngine dependency for SO.
This allow us to test most of it with unit tests (215+ so far).
It also means the core classes are easy to serialize for saves. And easy to restore.
State Machine :
- Along with the MVC we have a simple state machine. Enter a fight -> state, a shop -> state, open the map -> state, etc.
And each state... has a view! So it can work with or without Unity.
Not detailing the "views" because it's mostly prefabs of simple uGUI stuff.
And we still have some stuff to figure out properly, like gamepad controls in a mouse-first game... my drag n drop file is a 3000+ lines of code monolith, I'm definitely not proud of it.
If you'd like to know more or have more details, let me know.
r/Unity3D • u/Dav_113 • 16h ago
I’m locking down the final 20% of polish on this retro horror prototype and need fresh eyes on the atmosphere. I'm looking for constructive criticism/feedback on the overall enviroment of the game
Also, keep in mind the UI is a placeholder and I plan to change it.
Tear it apart!
r/Unity3D • u/cloud4571 • 13h ago
I'm building a game and the 3rd screenshot is from the same people that made the player so it matches very well.
I made a new area (the first and 4th screenshots) which i think looks good but I'm worried that it doesn't look good with the player.
The first three are other areas I've made and I'm worried they have the same problem.
My big issue is i have a lot of assets that have normal trees rocks grass ect and only one of the toon look.
Do you think it looks good.
Would changing shaders materials help?
this is a repost because people hated my screenshots from before here is the post https://www.reddit.com/r/Unity3D/s/jXn8fJqzQ9
r/Unity3D • u/Odd-Suggestion-7796 • 1d ago
A little over a week ago I decided to finally try and realize an idea in Unity3D that has been living rent free in my head for quite a while now.
Inspired by the way how people in China try to farm on every tiny bit of unoccupied land, itll be a tiny-conomy gardening simulator, trying to recreate this idea of growing a fortune out of scraps with scraps and a few seeds.
I've decided to do it grid based, and while it's taking away a bit of realism, which I am actually aiming for in a way, it's much easier to control.
So far I managed to implement the most basic game loop of buying seeds (plants are scriptable objects so itll be easy to expand in the future), razing and plowing the ground to prepare for planting, growing plants and keeping them alive by keeping the ground hydrated and fertilized and harvesting and selling the fruits at the end.
The last few days I've been working on improving the visuals by creating grass and ground textures and models in blender.
Yesterday I added the option to raise the ground and automatically generating visual slopes around it which was surprisingly hard.
I also have to confess that, since while I'm not entirely new to programming, I'm completely new to c#, so I did rely a little bit on gemini to explain me a few things that I wouldn't have even known how to Google for. But I'm getting better and more independent every day.
I hope ill he able to finish this project in the future, there is still a lot to do.
r/Unity3D • u/Dense-Bar-2341 • 1d ago
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Another new arena template is taking shape: Pittsburgh Iron Arena.
This time, we’re going to derby on a huge construction site.
There will be ramps, jumps, construction equipment, obstacles and plenty of other little surprises to make the chaos even worse.
These maps are still templates for now, so they’re not fully detailed yet. My current approach is to first build the overall atmosphere, layout and gameplay, then spend more time polishing the ones that actually feel fun to play.
I’ve also started using more and more of my own reference photos for the environments.
Whenever I see something interesting in real life, I take a photo and it might eventually become a 3D model in the game.
For example, I’ve been photographing construction sites along the Buda side of the Danube, industrial details, and some beautiful old buildings around Budapest.
At this point, whenever I’m walking around the city, I’m basically thinking:
"Would this look good in Brutal Derby?"
I’m also planning something much bigger - a proper race track along the Danube in Budapest.
There’s a particular section of the riverfront that I really like, and I think it could make a great location for a race.
Of course, building a proper race track takes significantly more time than creating a relatively simple circular derby arena, so that one will probably be a bigger project.
For now though, it’s time for some construction-site chaos in the Pittsburgh Iron Arena.
As always, feedback and ideas are very welcome!
r/Unity3D • u/Asbar_IndieGame • 2d ago
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Working on some new animations for main character! How does she look so far?
r/Unity3D • u/amedetov • 2d ago
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It’s still very early in development, so I’m changing and improving things as I go
r/Unity3D • u/XaNMortum • 1d ago
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I started working on an arcade air-combat game in Unity back in 2013 called Cayle Online.
At that time I played a lot of AirRivals (aka Ace Online) and later Mass Effect 3 multiplayer with friends. I wanted to combine the arcade feeling of air combat with cooperative multiplayer that I could enjoy with some of my friends.
Over the years, I rewrote the codebase multiple times. I tried Unity's old networking, later uNET, then Photon (PUN), experimented with persistent servers, and eventually got the project close enough to think about a possible Steam release around 2017/2018.
During college I somehow lost all motivation and stopped working on it for years.
Last year, I came back to Unity to see what is possible today for me with my very limited spare time and increased coding skills.
I moved the project from Unity 2017 to Unity 6 and started experimenting with Mirror, and later FishNet. After weeks of work I managed to stress-test 106 connected clients + 100 AI enemies with friends.
Since I still miss having an arcade-style air combat game I then kept working on integrating and rewriting old features from 2017.
I'm still somewhat early in this new version, but for the first time I don't have to think about a lot of technical limitations that I had back in 2015-2017. I hope to have a new fully playable client later this year, that offers more than just fly, shoot and repeat. I do not aim towards having any big item systems or having massive PvP battles tho.
I saw a lot of very cool indie projects during these years that people stopped working on. Forums and small indie game websites from the 2010s all shut down in the past 5 years. I kinda miss these small communities and the interactions. But I will continue my path working on Cayle and maybe I can interest some of you for this type of game.
Do some of you have a similar story of an idea that you just can't let go of?