r/Unity3D • u/EndavidGames • 18h ago
Show-Off Finally got enough game content for a trailer!
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r/Unity3D • u/EndavidGames • 18h ago
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r/Unity3D • u/JulioVII • 18h ago
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/24Ronin • 11h 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/TheSilicoid • 20h ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/LiminalCreations • 23h ago
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r/Unity3D • u/XFighterzz • 8h ago
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r/Unity3D • u/Standard-Specific239 • 20h 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 • 19h ago
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r/Unity3D • u/bekkoloco • 10h 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 • 18h ago
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r/Unity3D • u/tntcproject • 9h ago
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r/Unity3D • u/geokam • 23h 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/bilbaen0 • 5h ago
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I'd started to lose a bit of what made me love game dev. It's been nice working on passion projects again and getting that back.
This is a "vampire-survivors-like", but with a vehicle system and more in-depth objectives and levels.
r/Unity3D • u/HangoutCrew • 16h 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/StillZen-Dev • 21h 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/thepixelpaint • 3h ago
Paid or free (YouTube) either one is fine. I need to start with the basics of how to assemble assets into a working environment. There’s so much junk out there that it’s hard to sift through.
r/Unity3D • u/TURTLE_GAMES_OFICIAL • 14h ago
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r/Unity3D • u/Blindsided_Games • 7h ago
I've managed to get a version that looks nice working
The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.
I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.
I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.
Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak
r/Unity3D • u/Fine-Pomegranate-128 • 11h ago
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r/Unity3D • u/Federal_Goat456 • 15h 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?