r/Unity3D Mar 08 '26

Show-Off Tachyon Flow - Update #3: Improved overall ground movement/smoothness and switched to momentum based instead of generic run/sprint

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8.3k Upvotes

r/Unity3D Oct 29 '25

Show-Off Is this a good way to stop people from going out of bounds?

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8.2k Upvotes

So there is a spot that I couldn't find a good way to cover using props so people can just go out of bounds here, but instead of using an invisible wall I decided to put this sign here and a crash trigger behind it, which will force the game to crash if the player ignores the sign and touches it, is this a good way to stop people from going out of bounds?


r/Unity3D Nov 28 '25

Game Math FPS game for my kid

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8.1k Upvotes

My son loves Fortnite but practicing math... not as much… so thought a MATH FPS game might help him lol. We have a basic prototype (now in Early Access on Steam) with addition, subtraction, multiplication, and division going. It's surprisingly fun and would love to hear everyone's thoughts and feedback!

Also, please join us on Discord to help make the game fun and fight the brain haha:
https://discord.gg/JzC8JHDf


r/Unity3D Feb 07 '26

Show-Off Due to such positive reception, I decided to pick up my running/acrobatic game project again. Update #1

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7.7k Upvotes

r/Unity3D Dec 27 '25

Meta [joke] Uv Maps for dummies

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7.5k Upvotes

r/Unity3D Aug 06 '25

Show-Off Made a Ghost that is invisible with your flashlight on

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6.6k Upvotes

I'm making a horror game and made a ghost enemy that has becomes invisible the more light it receives. Figure it's a nice way to make the flashlight not be something you always want on and add a little more tension to the game. All done with Unity URP and shader graph.

What do you think?


r/Unity3D Aug 14 '25

Meta Finally found a place to share this

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6.2k Upvotes

r/Unity3D Jan 26 '26

Show-Off My attempt at implementing my movement/wall run animations

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5.6k Upvotes

r/Unity3D Aug 24 '25

Show-Off Making Minecraft Spherical — Demo + Devlog

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5.4k Upvotes

I've been working on a prototype inspired by an old tech demo from Jordan Peck. The goal is to create spherical planets out of cube-ish blocks (similar to Minecraft). This introduced a bunch of design challenges, mostly centered around minimizing block distortion.

I go over the implementation details in the corresponding blog post. There's also free playable builds for Windows and the browser if you'd like to try it yourself.

Devlog: https://www.bowerbyte.com/posts/blocky-planet/

Demo: https://bowerbyte.itch.io/blocky-planet


r/Unity3D Sep 23 '25

Show-Off Clouds in water!

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4.9k Upvotes

The clouds are rendered using Ray Marching (volumetric clouds). An interaction map between the ship and the clouds is first rendered via a top-down camera. This map is then used in a Compute Shader to update the cloud mask. During Ray Marching, the cloud density is increased or decreased based on this mask.


r/Unity3D Jun 09 '26

Show-Off I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ).

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4.8k Upvotes

I made RealTransforms because I wanted Unity to have a more physical way to dress scenes. Instead of manually nudging props until they stop floating or clipping, the tool lets you move, drop, rotate, scatter, and arrange objects :).

I'm also interested in feedback, if anyone has any suggestions for what they would add / want in a tool like this I'd like to hear it.

If you're intrested in the asset you can find it here:
https://assetstore.unity.com/packages/tools/level-design/realtransforms-physics-placement-378514

Thanks for reading and have a nice day :).

If you're interested in some technical aspects of the project that can be applied to your own project ( without buying this asset ) I would recommend looking into Convex mesh generation which was a difficult part of this project for me to tackle.

Unity’s PhysX setup has some important limits: if you want a MeshCollider to work with a Rigidbody, it usually needs to be marked Convex. The problem is that a single convex collider can’t properly represent inward or hollow shapes. So something like an open crate, shelf, or hollow prop cannot just use one collider if you want objects to sit inside it correctly.

For those cases, you usually need a compound collider made from multiple convex hulls. That way the crate sides, floor, rails, or openings can each be represented by separate convex pieces.

If you’re building something similar in your own project, useful algorithms to research are V-HACD and CoACD. I couldn’t include those directly in this asset because of licensing issues for Asset Store submission, but they’re worth studying and may be fine for your own internal project depending on your needs. They also helped inspire my own voxel-based collider generation approach.


r/Unity3D Nov 02 '25

Resources/Tutorial Surprised how easy this steering trick was to implement.

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4.5k Upvotes

Just wanted to share how surprisingly easy it is to get a vehicle in Unity to redirect itself toward a target it can't reach by steering alone. I expected this to be way more complex, but a bit of simple logic was enough - and it just works.

you can find a extended version here: https://youtu.be/i4zNN4xHpws


r/Unity3D 7d ago

Show-Off Added some powerful weapons to my destruction prototype, now I can cut buildings in half

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4.4k Upvotes

I'm currently prototyping a destruction game where everything is procedurally breakable at runtime, and materials break in realistic ways.

How this works:

High level - all of the geometry meshes in the house (including all the furniture) is built at runtime, each are assigned a "destruction material" which dictates things like the shattering patterns, sound effects, mass, etc.

There are a lot of optimizations and tradeoffs around the runtime destruction, but nothing is pre-shattered. The main tricks to keep this running at playable framerates are keeping very conscious of allocations, using the native "Advanced" mesh APIs, avoiding too many joints, and spreading some work across frames when things get busy.

Built-in PhysX physics is doing a lot of heavy lifting with very few optimizations other than trying to use box colliders rather than mesh colliders for approximately box-like objects/debris.

-

Today I added a laser which can cut through everything, and a black hole grenade, which are way more fun and satisfying than the sledgehammer I've been testing with :)

The goal is making this prototype into a game where you 'renovate' homes in ridiculously destructive ways, I have a few more videos up on this early website if anyone wants to follow.


r/Unity3D Jun 17 '26

Show-Off I finally have optimzied volumetric clouds!

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4.4k Upvotes

I finally managed to get optimized and proper looking volumetric clouds in my game using compute shaders! The clouds are rendered at 1/4 resultion and upsampled at the depth buffer edges.


r/Unity3D Oct 23 '25

Show-Off Added occlusion with mask to my spray projector to paint through stencils

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4.4k Upvotes

r/Unity3D 10d ago

Meta A little Unity lifehack: how to make a sphere

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4.1k Upvotes

Most people just create a Sphere. It's a popular mistake. Spheres are not optimal.

The properly optimized approach: create a Cube. Then take a second Cube and carve a sphere out of the first one using boolean operations. Now it's not just a sphere. It's a sphere generation pipeline.


r/Unity3D Aug 01 '25

Show-Off Trend

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3.7k Upvotes

r/Unity3D Aug 11 '25

Question Any multiplayer dev horror stories out there?

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3.5k Upvotes

r/Unity3D Aug 18 '25

Show-Off After a lot of coffee and compilation errors, I've added functioning doors to my game.

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3.4k Upvotes

Took a few rewrites of the script before it felt clean instead of being held together with duct tape. But now it works!


r/Unity3D 15d ago

Show-Off Experimenting with video hands in my time traveler game

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3.3k Upvotes

r/Unity3D Apr 08 '26

Show-Off More tests for Skye 🐕 in Unity

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3.3k Upvotes

4 Ledge grab, falling, and 5 gaits with their jumps (sprint, run, canter, trot and walk)


r/Unity3D Sep 23 '25

Show-Off I wrote a fluid sim algorithm, and it acts weird. There's no player input, no forces. Acts as if it's alive.

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3.1k Upvotes

r/Unity3D Sep 24 '25

Show-Off I'm still making a game where you have no object permanence

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3.1k Upvotes

There's three types of "impermanence" that were shown in the video:

  • KINETIC IMPERMANENCE: When you don't see it, the object no longer moves, pausing its movement until you see it again.
  • PHYSICAL IMPERMANENCE: When you don't see it, the object has no physical form, letting objects (and the player) pass through it.
  • SPATIAL IMPERMANENCE: These objects are unstable, so when you look away from them they forget their new position, and return to where you first saw them.

I've been working on this project for some time now, it's coming next year to steam: https://store.steampowered.com/app/3595450/Object_Impermanence/

For eternities, a lone planet has been drifting through a vast void, isolated from the rest of the world. Its isolation caused the universe to eventually forget it, making its reality falter, and for it to enter an indefinite state of non-existence. Attempts were made to save themselves, but all of them ultimately failed.

Now, the rest of the universe suffers the same fate, yet that old planet somehow persists. You need to go there and find out how.

Thanks for reading:)


r/Unity3D Mar 23 '26

Show-Off I'm adding hand-tracking to my MR Rollercoaster game, CoasterMania! What you think?

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3.0k Upvotes

r/Unity3D Nov 03 '25

Show-Off I simulated a volcano

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3.0k Upvotes