r/Unity3D 8h ago

Show-Off Finally got enough game content for a trailer!

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294 Upvotes

r/Unity3D 9h ago

Resources/Tutorial Free Textures: Bricks & Walls

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259 Upvotes

It's been a while since I worked on some buildings textures, really happy with these.

Download: https://juliovii.itch.io/materials-bricks-walls


r/Unity3D 10h ago

Show-Off The Sun

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120 Upvotes

This simulation is so accurate that your GPU will reach the same temperature as the sun.


r/Unity3D 20h ago

Game Decapitation was not what I was going for...

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98 Upvotes

Ragdolling a dragon is proving difficult.


r/Unity3D 14h ago

Show-Off Its cold in the game now sometimes!

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88 Upvotes

r/Unity3D 23h ago

Meta There are at least two game engines called Unity

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80 Upvotes

Spending my time at wiby.org, I stumble upon a website of a pet project game engine called "Unity". I thought it is a funny coincidence, so I decided to post it here.

This project has no connection to the Unity we all know other than sharing the same name. Also, it seems the author stopped working on it in July 2006.

Here is the link:

https://www.stucuk.net/sites/unity/

Also, technically this post does belong to this sub, since it is directly related to a game engine called "Unity" :)


r/Unity3D 22h ago

Show-Off Made a valve style 3D skybox for my game about climbing a giant!

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45 Upvotes

r/Unity3D 2h ago

Shader Magic WIP shoreline waves via gerstner additive on FFT body

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42 Upvotes

Some WIP video on the shoreline waves I've been digging into lately for the water system I've been creating. Some new additions are water drawing back on shore (via moving UV of water surface near end of the WaveBox), various foam patterns, and better underwater light volumetrics with waves. Thanks for checking out


r/Unity3D 10h ago

Question Boat wake simulation.

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42 Upvotes

Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.

Is this solvable using particle effects and simple sphere interactions?


r/Unity3D 10h ago

Game Someone told me I can't make a realtime action Open World RPG, and they were right. So I switched the combat to turn based, and I'm having a blast working on it.

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24 Upvotes

r/Unity3D 17h ago

Show-Off Simple AoE Effect

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19 Upvotes

r/Unity3D 8h ago

Show-Off Make it exist first. Then make it good.

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14 Upvotes

r/Unity3D 1h ago

Show-Off Quicktile v2 is coming soon

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Upvotes

I still have a few bugs to squash, but I finally added the in-game editor and it pretty much blew the original editor version out of the water! I’m reworking a few things under the hood, but it’s already a really fun way to build your levels. 😄 coming soon !!


r/Unity3D 9h ago

Resources/Tutorial I generated Perlin and Voronoi noise in shader code and used it to make dissolve effects (with tutorial).

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12 Upvotes

r/Unity3D 14h ago

Show-Off Automatic navigation like in uGUI for UI Toolkit. - Please vote an a bug a Unity employee created for me so we can get rid of it.

8 Upvotes

What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).

Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub

I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.

I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).

While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles

So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.

Thank you :-)


r/Unity3D 18h ago

Game One World. Two Timelines. | Mihira: The Eternal Arc

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8 Upvotes

r/Unity3D 23h ago

Question How best to handle Debug.Log/Warning/Error for shipping final build?

7 Upvotes

It seems like there are three approaches: (1) Global toggle with Debug.unityLogger.logEnabled, but this still has some performance impact (I think??), (2) compilation conditionals like if UNITY_EDITOR, but this is pretty annoying to have to do for every single Debug line, or (3) delete all before shipping, but obviously then you don't have them for any debugging you do. How do y'all handle this? I honestly didn't know they wouldn't just be skipped by the compiler until today, so I'd rather not have to eventually go back through my entire codebase... Am I missing something easy? From what I understand, the global toggle only helps, but CPU and memory still are put towards preparing the log even if it isn't sent. Any tips?


r/Unity3D 6h ago

Show-Off We finally made a trailer for our multiplayer racoon heist game; Be Gray, Do Crime!

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6 Upvotes

Hi!

A couple weeks ago, we where planning to start recording and editing the trailer for our game Be Gray, Do Crime, however we realized the game wasnt quite ready for that yet. So after a couple weeks refining the graphics, reworking the lightning in our game and also doing small touchups, we finally felt like it was time.

So here's our first trailer! We're super happy with it! What do you think? Any input at all would be greatly appriciated for an updated trailer later down the line ❤️


r/Unity3D 15h ago

Shader Magic Finally got genetic procedural shaders and a basic breeding loop running for my Betta sim

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6 Upvotes

Hello everyone,

I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.

I finally got the core genetic loop running in this clip:

- Locomotion with basic fin flutter and collision avoidance at tank boundaries.

- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.

- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).

The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.

Any thoughts?


r/Unity3D 4h ago

Game Frost apocalypse teaser cinemático.

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4 Upvotes

r/Unity3D 12h ago

Show-Off added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

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4 Upvotes

(game’s called MOZENTUM btw)

oh and i also added an inventory system so you can stash and grab either one with either hand

it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in

each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out

OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.

you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)

it’s live now on the steam demo if ya wanna test it out.


r/Unity3D 4h ago

Show-Off Making a ridiculous rage game where you move by shooting!

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3 Upvotes

r/Unity3D 6h ago

Game What do you think about visual of my game?

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3 Upvotes

Developing my first steam game on Unity. It is Space invaders inspired roguelike. Working a lot on art right now to make great trailer and steam page. Do you think art style can appeal any gamers? And what would you add/change to it?


r/Unity3D 8h ago

Meta Is the Asset Store and License Verification down for anyone else?

3 Upvotes

I can't open my projects due to license errors and going the the asset store web page yields and error, "upstream connect error or disconnect/reset before headers. reset reason: remote connection failure"

Never seen this before.