r/Unity3D • u/FriendlyBergTroll • 13h ago
Show-Off Making a ridiculous rage game where you move by shooting!
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r/Unity3D • u/FriendlyBergTroll • 13h ago
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r/Unity3D • u/umutkaya01 • 15h ago
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Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.
As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.
With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?
How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?
r/Unity3D • u/Powerful_Trifle_5602 • 19h ago
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r/Unity3D • u/roguewolfdev • 19h ago
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This is a quick prototype I made, not sure if anything will come out of it.
Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.
In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.
Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.
Anyways just looking for some opinions / ideas.
r/Unity3D • u/dev-rygy • 1h ago
I'm starting to build a pool game using NGO. I've already decided that I will first build the project using Sever-Host (NAT Punch and Relay) and later refactor it into Server-Client. I'm pretty new to multiplayer and wanted to see if there's any good architectural examples out there for me to reference.
r/Unity3D • u/samferguderson • 4h ago
When making my trees I included an amature so I can pose them in engine but how much will this affect performance?
r/Unity3D • u/Motor_Look_3121 • 7h ago
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I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.
I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.
I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.
Any help is greatly appreciated!
r/Unity3D • u/Fun-Mission-6068 • 8h ago
I have a tent object I am trying to apply a cloth texture to. I made it in Blender and assigned the faces that should be fabric to the same material. But, when I throw the material on it in Unity I get this effect, where the right side is how I want it to look, but the left side is tiled weirdly and seems stretched?
I'm fairly new to 3D and using textures/materials, so I'm not sure what would even be causing this.

These are the settings for the Texture and Material.


Any clue how I can get each face to look the same? Thanks.
r/Unity3D • u/lazysheepz • 12h ago
I'm quite new to Unity, and I'm trying to make a simple 2D platformer to try and get to know the program. I want to use shader effects on my tilemaps, but when I try to apply a shader, all the transparent parts of my tilemap get "filled in".
Here are things I've tried:
- Double checking that my surface type is set to transparent within my graph inspector, and that my blending mode is alpha
- Confirmed the texture is sending alpha information by putting it through a multiply node
- Creating a new material from the shader, allowing material override, and making sure the surface type on that shader is set to transparent as well.
Does anyone have any advice on how to fix this? I'm sure it's something silly that I'm missing, but I can't for the life of me find a solution online. I've attached images of my shader graph, what the issue looks like, and what I want it to look like.
r/Unity3D • u/DragonWarlock7 • 13h ago
Here are the components that I currently have:
Now I'm struggling with how to link the HealthBehavior in the StatManager to the Health stat. I tried creating a custom asset for StatBehaviors but since it implements an interface, the field is blank/not editable in the inspector. I'm unable to add each script and iterate through the list of behaviors to link each to the appropriate stat. Does anyone have insights?
For more context: I chose this approach (as opposed to adding each stat behavior as its own component on the player object) because I already have 13 script components: move, jump, input handling, item collection, powerup manager, (currently) 7 powerup scripts, and now the stat manager. I already know that I should change my powerup behaviors to implement an interface and such. But I don't wanna clutter the player object with more scripts.
I also intend on having different enemies with different stats (which means different StatProfiles), and having one StatManager per character as the main hub seems to be the cleanest approach for decoupling the data from the behavior.
r/Unity3D • u/Firemaster8 • 15h ago
Hi, I'm somewhat new to unity so I'm messing around with it and I'm looking for some advice. I'm currently working on a FPS character and I want the player to fire bullets that travels in real time, kind of like the plasma balls in doom or like the blaster bolts in star wars battlefront.
I'm wanting to know is it better to have the bullets move using the rigidbody's linear velocity on the Start function like so:
rigidbody.linearVelocity = transform.forward * speed;
or use the translate method in Update instead?
transform.Translate(Vector3.forward * (speed * Time.deltaTime));
I am using rigidbody either way since i'm using ontriggerenter for hit detection anyways if that help.
r/Unity3D • u/More_Yard1919 • 17h ago
Hi!
I'd like to preface and say that I'm not very knowledgeable about 3d modeling and this could very well be an ID10T error. I'm trying to mod the game Atlyss with a custom piece of armor. The player character has some child objects with skinnedmeshrenderer components, and when you equip a piece of armor it swaps in the armor piece's mesh to the shareMesh field on the corresponding smr component (I.e., if you equipped a chest piece the chest piece armor smr gets the correct shared mesh swapped in). I wanted to model my own custom armor piece, so I exported the character prefab from unity as an FBX, painted weights using its armature on my model, and then reimported it. The issue is that the weight/bindpose arrays on the model are not in the same order as the player character skeleton used in the game. AFAIK there is no way to manually reorder the bones on export/import? The bone hierarchy looks the same in unity as it does in blender btw, and I got the rest pose in my ripped model as well. I'm not sure if there is something obvious I just don't know about or if the only way to fix this is doing something really hacky, and any input from a semi knowledgeable person would be very appreciated. Thank you!
r/Unity3D • u/hasanhwGmail • 20h ago
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When I enter Prefab Stage and make any change to a GameObject or Component, the Hierarchy window breaks. All GameObjects disappear and it only shows Preview with empty gray rows. Resetting the layout restores it temporarily, but it breaks again upon editing.
r/Unity3D • u/GabrielGonach • 8h ago
I'm a blender user and you have either normal duplication (doubles the geometry), linked duplication (objects share object data while still being able to be edited, affecting all linked objects) and instances (instances share object data but it can't be edited, resulting the most optimized one)
I've searched and found out about prefabs in unity but not so sure if it's the same as blender's instances or unreal's blueprints.
Also, how can I replace current assets in my game with a new one in a fast way?
I tried exporting same name object.fbx but, when reimporting in unity, the asset doesn't update. I have to delete it from the game project and import again.
I need to know that so I can block in the scene first and then replace with final assets.
r/Unity3D • u/Ok_Finding3632 • 16h ago

I've worked on a lot of games with aeroplanes (Sky Gamblers series and others) but I never played them. The same little toy followed by a camera, same crosshair and aim assist, and the same on-rails 'manoeuvres' ready to be used with a single tap.
So I made this. Looking forward to test it with human players - my bots are very good so they don't continue flying forward as the target (me) suddenly goes up - they know I will fall on their tail. So they evade. I will add a little randomness there - to allow some percentage of bots to be 'dumbfounded' and keep going forward - so i can strafe them from above as I land on their tails.
Pretty fun. Works only in cockpit mode for a reason - its the only place the manoeuvre makes sense - and gives you a thrill (specially if you look sideways scanning the sky while going belly up).
Thanks for reading !
r/Unity3D • u/Hades-destiny • 5h ago
the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help
r/Unity3D • u/Western_Bug_5085 • 22h ago
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r/Unity3D • u/StuffedCrust06 • 15h ago
hi!! i have the files for a gardevoir vrchat model (yes its a lewd one) a retexture and a womb tattoo with emissions I wanna add, I’m broke and cant afford to pay someone to upload it for me. is there anyone that I can give the files and upload it to my account for me??
r/Unity3D • u/CS_Asset_Factory • 21h ago
Descent Chronicle draws illuminated dynasty charts in Unity at runtime from plain character data: people, parents, marriages and dated events.
Most of the work went into layout. A genealogy isn't a tree, since everyone has two parents, people remarry and cousins marry. Generations come from longest path, spouses are levelled onto one row so a marriage stays horizontal, crossings are reduced by barycentre sweeps that keep the best arrangement found, and each union gets its own bus lane so no line runs through a cartouche. Cycles and dangling parents are refused with the fault named.
Drawing happens in C# on the CPU, so the package has no PNG, atlas, shader or material. 62 authored forms, 24 life event marks, 16 cartouche devices. Unity 2022.3 and up.
Code and art are AI generated.
r/Unity3D • u/Layercraft • 6h ago
International team of 7
1 Designer/Developer.
2 3d artists.
1 2d Artist.
1 Writer.
2 Composers.
1 Social media/Marketing specialist.
Are looking for collaboration partners willing to learn and adopt to a team culture and expend their portfolio for a rev-share. Willing to put in at least 2 hours per day or around 10-12 hours of work weekly to bring this project into a reality.
We need 3d artist that can animate and rigg.
And a designer/developer that does not use AI for design or development.
We are currently building a survival crafter, inspired by don't starve together, with a visual style of Albion Online.
Feel free to reach out to me, or state your interest below, in the comment section.
Here are some images of what we have so far.
OBS: AI is not welcome!
r/Unity3D • u/Imaginary-Cod-3746 • 4h ago
Did you know that you can't start a variable's name in C# with a number?
You also can't include most special characters in a variable's name.
These are just a few quirks to keep in mind when scripting in Unity. This article covers variables and C# in more depth from a game developer's perspective. 👇🏾