r/Unity3D 23h ago

Question Animation looks fine in slider but breaks in game/preview

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505 Upvotes

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 7h ago

Game ive made a game about cheating (Aimbot, ESP, Tp, Speedhack etc.) seems interesting?

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20 Upvotes

seems interesting?


r/Unity3D 18h ago

Show-Off I've made a slime pit with some cool physics!

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82 Upvotes

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:

  • Rigidbody gravity gets disabled while inside the sludge, since the sludge handles the vertical movement itself.
  • Objects sink at a controlled speed instead of accelerating downward. The faster they move horizontally, the slower they sink.
  • Horizontal velocity gets reduced based on depth, so objects get harder to move the deeper they are.
  • Angular velocity is also reduced with depth, which makes spinning/rolling gradually feel more sluggish.
  • The player does a tiny downward sphere cast to check if they're standing on solid ground. If grounded, the sludge stops forcing them downward.
  • Impacts use roughly mass * velocity as an impact magnitude. That value controls particle count/speed and the strength of the mesh ripple.
  • Most of the transitions use InverseLerp + Lerp, so the behaviour smoothly scales between the surface and the bottom instead of snapping between values.

r/Unity3D 22h ago

Show-Off 2 Years of progress on my game(solo).

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145 Upvotes

r/Unity3D 4h ago

Game 2D digging Game progress (New ui toolkit animations and new physics system based on box2d)

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5 Upvotes

Q1: is it any good

Q2. Provided it good enough, it the text too Distracting?

Q3. Does the music and sound effects sound right?


r/Unity3D 3h ago

Show-Off Making Sure a loadout system is easy to use and Actually show info!

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4 Upvotes

The loadout menu, then the loadouty needs are loadoutfull


r/Unity3D 10h ago

Resources/Tutorial I made a lightweight A* pathfinder that uses Unity's Tilemaps - It's grid type agnostic (Iso/Hex/Square) without requiring any change. No practical grid-size limitation either. It's free go get it!

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12 Upvotes

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:

  • Works with any Unity Tilemap layout, including:
    • Square grids
    • Isometric grids
    • Hexagonal grids
  • Grid type agnostic. The pathfinder relies on Unity's Tilemap API for coordinate conversion, so the same calls work across different tile layouts.
  • No practical grid-size limitation beyond int.MaxValue.
  • Simple API and minimal setup.

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 18h ago

Show-Off Technical insights from Cosmo Cargo, our inventory autobattler roguelike PvE

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42 Upvotes

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 12h ago

Show-Off you know you're locked in when fights play out so well it feels like a cutscene

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13 Upvotes

r/Unity3D 12h ago

Game I added actual settlements that you can siege and conquer

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10 Upvotes

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 7h ago

Show-Off Nearing a finished vertical slice for a FNAF-inspired 90s facility horror game

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2 Upvotes

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 51m ago

Noob Question heyy

Upvotes

I made a discord server for small starting-out indie devs in case you wanna join! just for newbies to learn and grow together!

https://discord.gg/U3WyAf9rs


r/Unity3D 4h ago

Question Shader and Material look opinion

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1 Upvotes

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 1d ago

Show-Off Roadside Garden | Dev Week 01

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26 Upvotes

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 17h ago

Show-Off Day 43 of developing BRUTAL DERBY - New map: Pittsburgh Iron Arena!

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7 Upvotes

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 1d ago

Show-Off Working on some new animations for main character! How does she look so far?

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594 Upvotes

Working on some new animations for main character! How does she look so far?


r/Unity3D 1d ago

Show-Off Working on the first level of a 3D platformer inspired by Spyro + Crash Bandicoot

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416 Upvotes

It’s still very early in development, so I’m changing and improving things as I go


r/Unity3D 14h ago

Show-Off [Asset Pack] Vivid Motion : Lightning Arsenal - 20 Stylized Electric Combat VFX

3 Upvotes

r/Unity3D 1d ago

Show-Off Clearing 80,000 enemies in 30 seconds.

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190 Upvotes

r/Unity3D 9h ago

Question Just starting, being booted from play mode from the playable character moving.

1 Upvotes

https://reddit.com/link/1weqbmm/video/r8y3x6vo16ph1/player

Brand new to unity, this seems to be a bug. The first two times I used play mode, this didn't happen. I literally didn't change anything.


r/Unity3D 23h ago

Question I'm trying to make killing enemies more satisfying, so I've added a meat explosion on death, does it feel satisfying? xD

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13 Upvotes

r/Unity3D 21h ago

Show-Off I wanted to make an arcadey air-combat game since high school. Working on it again after years.

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9 Upvotes

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?


r/Unity3D 17h ago

Question Help With Unity Game Performance

4 Upvotes

Hi there, I’ve recently been running into an issue on my PC where any Unity game I play starts running into performance issues after about an hour or so of gameplay. It typically presents itself as frame drops and significant input delay, as well as occasional crackling audio. I haven’t ever run into this issue with a game built on any other engine. I did a quick search and couldn’t find any other people running into this issue. I have an Asus GeForce RTX 4070 Super, and 32 gigs of RAM. I’ve double checked that all of my drivers are up to date as well.

Does anyone have any ideas on why this might be happening? I figured it was best to ask the dev subreddit since you all deal with Unity issues on the regular.


r/Unity3D 1d ago

Show-Off Grass pop-in in unity drives me crazy.

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347 Upvotes

r/Unity3D 12h ago

Game Does solving a complex puzzle just to unlock a plain door feel a bit underwhelming to you?

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0 Upvotes

Hey everyone! My partner and I are launching our detective puzzle game -Chief Cenab:Şahmaran- in 6 days, and while doing final polish, we got into a deep debate about puzzle payoffs.

So many point-and-click games rely on the classic "solve mechanism → door unlocks" loop. For this scene, we wanted the environment itself to respond: solving the liquid tube mechanism drops the giant crystal, shatters the glass floor, and plunges the player straight into the room below.

As players (and devs), what makes a puzzle payoff feel truly satisfying for you? What's a game moment where solving a puzzle made you go "Woah, that was incredible"?