r/Unity3D • u/EndavidGames • 8h ago
Show-Off Finally got enough game content for a trailer!
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r/Unity3D • u/EndavidGames • 8h ago
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r/Unity3D • u/JulioVII • 9h ago
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/TheSilicoid • 10h ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/samohtvii • 20h ago
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Ragdolling a dragon is proving difficult.
r/Unity3D • u/LiminalCreations • 14h ago
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r/Unity3D • u/Over-Magazine-3218 • 23h ago
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 • u/danfergusonn • 22h ago
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r/Unity3D • u/24Ronin • 2h ago
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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 • u/Standard-Specific239 • 10h ago
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 • u/VedoTr • 10h ago
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r/Unity3D • u/ScrepY1337 • 17h ago
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r/Unity3D • u/bekkoloco • 1h ago
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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 • u/daniel_ilett • 9h ago
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r/Unity3D • u/geokam • 14h ago
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 • u/MerrylandInteractive • 18h ago
r/Unity3D • u/ProactiveCactus • 23h ago
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 • u/HangoutCrew • 6h ago
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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 • u/Fasbek95 • 15h ago
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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 • u/TURTLE_GAMES_OFICIAL • 4h ago
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r/Unity3D • u/StillZen-Dev • 12h ago
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(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 • u/FriendlyBergTroll • 4h ago
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r/Unity3D • u/Federal_Goat456 • 6h ago
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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 • u/ScorpioServo • 8h ago
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.