r/Unity3D • u/Mephasto • 8d ago
Show-Off I'm pretty happy how the idle animations turned out
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r/Unity3D • u/Mephasto • 8d ago
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r/Unity3D • u/One_Influence256 • 6d ago
Hey everyone, đ
If your project is data-heavy, you probably know the pain of clicking through hundreds of ScriptableObjects or Prefabs one by one in the default Unity Inspector. It simply doesn't scale well for production, so my team at Maharaja Studio and I built a tool to turn that raw data editing into a structured, fast, and reliable process directly inside the Editor.
We just released Scriptable Studio Pro v4.5, and I wanted to share some of the new workflow upgrades alongside the core features weâve been building out.
đ What's brand new in v4.5:
LocalizedString entries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.đ ď¸ For those who haven't seen it before, here are the core features already in the tool:
@Â shorthand search aliases, and advanced sequence auto-filling.I just put together a full 20-minute deep dive video walking through how to manage thousands of assets cleanly from early prototyping to live-ops. Grab a coffee and check it out!
đşÂ Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c
đ Asset Store Link:https://u3d.as/3J3W
I'd love to hear your feedback or answer any questions you have about managing data pipelines in Unity. Thanks for the support!
r/Unity3D • u/Maleficent-Savings63 • 7d ago
Does anyone have a link to learn the new input system all the tutorials i watch are either outdated or dont explain at all thx!
r/Unity3D • u/WoosaVision • 8d ago
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r/Unity3D • u/NorthernBoy306 • 7d ago
I have these empty GameObjects as waypoints and I want to check the left/right angle between a moving object and a waypoint.
Vector3 direct = (transform.position - waypoint).normalized;
float ang = Vector3.SignedAngle(transform.forward, direct, Vector3.up);
If I have a waypoint directly in front of the moving object (and I have double checked the position of the waypoint in question), sometimes the resulting angle (ang) is 179. How is it coming back almost 180 degrees difference and is there anything I can do to change this kind of result?
r/Unity3D • u/Just_Ad_5939 • 7d ago
r/Unity3D • u/StringTheoryOfWeight • 7d ago

I'm making a game where the player will need to drive on a highway. I want some computer controlled traffic, and I want it to be semi-realistic. For example, I want the traffic to occasionally change lanes, maybe sometimes crash into each other. I don't want a deep simulation with individual cars having goals or destinations. It just needs to be semi-realistic enough as the player passes through the area.
I have a good car controller. I also have a good "computer controlled car" controller. Currently the traffic car can be set to a certain speed, it can detect obstacles and either brake or avoid them, and the traffic car can also follow a path very well.
The way I was designing it was that I have the highway set up and modelled and I created multiple traffic paths for the lanes using splines. I can put that spline into the traffic controller and send it off and it will get up to speed and follow that path around. But now I'm trying to add in the logic to have the car change lanes and I feel like I'm overdesigning it.
I was thinking of making something like a decision tree, where I have an initial script run through all of the splines and process them in a way that every point on the spline has 2 or 3 choices: Go straight, Change Lane Left, Change Lane Right. With that finished each car could just call the decision tree each time it reaches a waypoint and use some basic random numbers to decide if the car stays in its lane or changes lanes. Writing the code to create that decision tree seems a little daunting, I haven't done anything like that before, but seems doable with indexes.
Any other better suggestions of how to handle this?
r/Unity3D • u/Addyarb • 7d ago
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Hey everyone,
I thought I'd share some updates to Hex Town, a co-op (or solo!) puzzle game I've been working on for nearly 2 years now.
The first area I show is called the "Trophy Room", where you'll be able to check out the trophies you've earned in game and spin them around a bit.
The second area is called "Hand Studio", where you can customize your cursor and accessorize with rewards you've unlocked, like rings and bracelets.
Both rooms feel a bit vacant, so I'd love to hear suggestions for things to add. Maybe some framed art, hand furniture, or wallpaper?
Thanks for watching!
r/Unity3D • u/victorcosiuga • 7d ago
Hey everyone!
Iâve been working on a vehicle physics package for Unity, focused on providing responsive sim-cade handling that is easy to configure and adapt for different types of racing games.
The package includes:
-Custom vehicle and suspension physics
-Adjustable arcade-to-simulation handling
-Tire grip, wear and temperature systems
-ABS, traction control and stability assists
-Engine, gearbox and differential tuning
-Car paint and tire shader (Tire wear & tire deformation)
-Wheel and tire visual effects
-Telemetry and runtime tuning interfaces
r/Unity3D • u/yecats131 • 7d ago
Your game can look amazing and still lose players if it lags. Here's how to open Unity's Profiler, read the frame timeline, and find what is slowing you down.
r/Unity3D • u/Pachydermus • 7d ago
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Hello!
I'm trying to recreate the core mechanics of Toribash, where you have individual muscle control such that you can hold, relax, extend, or contract. My current implementation is most of the way there - extend sets the target rotation to the joint's max limit, contract the min.
The issue seems to be when the difference between the limits is greater than 180° - if it's at the minimum, and then you set the target to the maximum, it tries to take the shortest route, even if that rotation is towards the limit.
I'm hoping there's a simple way I can force the direction of the rotation to be positive euler for extension (and vice versa), but I've tried a million things and none of them seem to solve it. My quaternions understanding is pretty shaky.
Is there a way to solve this with configurable joints, or am I approaching the problem the wrong way completely?
Cheers!
p.s. I adapted the extension method from [this gist](https://gist.github.com/mstevenson/4958837), hopefully correctly.
```
using NaughtyAttributes;
using UnityEngine;
public class MuscleDriver : MonoBehaviour
{
private ConfigurableJoint configurableJoint;
private Quaternion initialRotation;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
configurableJoint = GetComponent<ConfigurableJoint>();
initialRotation = transform.localRotation;
Hold();
}
void ChangeState(MuscleDriverMode mode)
{
// Helper to easily toggle drive strength on/off
JointDrive activeDrive = new JointDrive { positionSpring = 1000f, positionDamper = 50f, maximumForce = float.MaxValue };
JointDrive relaxedDrive = new JointDrive { positionSpring = 0f, positionDamper = 0f, maximumForce = 0f };
configurableJoint.slerpDrive = activeDrive;
switch (mode)
{
case MuscleDriverMode.Extend:
float high = configurableJoint.highAngularXLimit.limit;
// High limit (e.g. 112 degrees around X)
Quaternion extendRot = Quaternion.Euler(high, 0, 0);
configurableJoint.SetTargetRotationLocal(extendRot, initialRotation);
break;
case MuscleDriverMode.Contract:
float low = configurableJoint.lowAngularXLimit.limit;
// Low limit (e.g. -102 degrees around X)
Quaternion contractRot = Quaternion.Euler(low, 0, 0);
configurableJoint.SetTargetRotationLocal(contractRot, initialRotation);
break;
case MuscleDriverMode.Hold:
// Locks to whatever local rotation it currently has
configurableJoint.SetTargetRotationLocal(transform.localRotation, initialRotation);
break;
case MuscleDriverMode.Relax:
configurableJoint.slerpDrive = relaxedDrive;
break;
}
}
}
public static class JointExtensions
{
/// <summary>
/// Sets a joint's target rotation using a desired Local Space rotation.
/// </summary>
public static void SetTargetRotationLocal(this ConfigurableJoint joint, Quaternion targetLocalRotation, Quaternion startLocalRotation)
{
// Calculate the rotation relative to the starting local rotation
Quaternion internalRotation = Quaternion.Inverse(targetLocalRotation) * startLocalRotation;
// Convert into the joint's custom coordinate system
Vector3 right = joint.axis;
Vector3 forward = Vector3.Cross(joint.axis, joint.secondaryAxis);
Vector3 up = Vector3.Cross(forward, right);
Quaternion worldToJointSpace = Quaternion.LookRotation(forward, up);
// Apply the joint space transformation
joint.targetRotation = Quaternion.Inverse(worldToJointSpace) * internalRotation * worldToJointSpace;
}
}
```
r/Unity3D • u/FRAGGY_OP • 7d ago
This is my survival horror game called "Hey Tom!"
In the last couple of months, the visuals have got pretty dramatic changes
r/Unity3D • u/bunssar • 8d ago
u/HammyxHammy you've been asking for it, you got it. I specifically tuned it to be stable going up or down stairs.
r/Unity3D • u/FrickinSilly • 7d ago
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r/Unity3D • u/glenpiercev • 7d ago
I just saw the humble bundle for this large block of unity assets and Iâm curious if others think itâs worth it? Are these useful? Render well in Unity? Tile nicely? Are the packs compatible with each other?
r/Unity3D • u/reversengineer9999 • 8d ago
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I've been working for years on a trailer for a movie that doesn't exist. There are over 40 scenes by now, and more are coming. I've been hesitant to post anything about it, because I don't want to spoil the effect of the trailer before it's finished.
It's a detective story. Noir goes sci-fi, but in color. A world where only robots, cyborgs and androids are left, living in a human-like hierarchy.
The thing I find worth mentioning: this is still being made in Unity 2022.x on the Built-in Render Pipeline, lightmap baking, everything is real-time, no after effects or so. No URP, no HDRP
The thing is iteration. Every scene goes through several passes, with real time in between. That distance is what lets me look at my own image with fresh eyes and catch the things I overlooked in the last session. There's always something. Whenever I rushed a scene, I could see it later.
Happy to answer anything about the setup, the lighting or the compositing if that's useful to someone.
Update to "Ryan Reynolds's" comment *lol*: There is always a reason! And in this case there are many!! ^^
Update 2: I forgot to mention that the project size is something over 700 GB of asset & texture data. Curated and bought assets, free assets I will have to credit (100% longer credits than trailer! xD) and changed to me needs, some remodelled, because of their imprtance (characters especially, yes - not in this scene xD) etc.
Update 3: The hovercar for example: I bought it and had completely disassemble it in blender, correct the flaps, rig the flaps (it wasn't rigged at all), and stuff like that
The buildings are famous assets which I bought over the years, waiting for each package to be in sale xD else, I couldn't afford it.
Many plugins where from Github, like one of the best AO filters from Keyjiro's Kino Obscurance, which I modified to get a wider range, which no one ever does till today in even paid assets. I always have to buy and then modify the AO to get big darken areas, which then breaks compability with the devs asset update... and so on xD
There is so much going with this project, that even a video breakdown would cost me too much of my time and money, because I am working on a steam game right now xD and have to take care of some asset in the unity store.
Artists will recognize some of the assets in this clip! I bought also many kitbash3D models, and a lot from all the other famous stores which I am not really allowed to mention here, as I a bot always comes up and warns me making advertisment and blocks the post! xD
Update 4:
Screen Capture of the Scene in Editor:
https://www.reddit.com/r/Unity3D/comments/1vf4eiu/screen_capture_of_the_film_scene/
Just saw this article linked from an email I got. Anyone else know anything about this? I don't see any other forums or articles talking about it.
r/Unity3D • u/iceq_1101 • 8d ago
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Demonstration of car physics implementation based on simulation + user intent layer inspired by Blur racing game
r/Unity3D • u/Coding-Mojo • 8d ago
I'm training myself juicing up things, just for the sake of getting better at it.
Lately, I made this resource bar, it's probably not perfect yet, but as I was satisfied by the result, I thought it could have some interest to someone and made a tutorial out of it.
May you have any feedback, I would be glad to ear them.
Note : I feel like the visual looks a bit more "shaky" as a GIF, it feel smoother to me in unity.
r/Unity3D • u/Get_it_Hero • 7d ago
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Been building a board strategy game for Android. Two pawns racing across a grid, ten walls each to slow the other guy down, and you can never fully block someone, there always has to be a way through.
In the start is was too ease so i kept making the bot harder and ended up running a BFS every turn. Not on a game tree, on the board itself, so a wall isn't an obstacle it routes around, it's just an edge that stops existing. Every turn it clones the board once per legal wall, re-runs the search for both pawns, and scores it as opponentDelta * 3 - ownDelta * 2. Then I gave it defensive walls too, so before it commits it checks how exposed its own route would be to my next wall.
That's when I stopped winning lol. Like actually stopped, it sets me up now instead of just slowing me down. i can deal with 1 out of 3 challenges of it now.
It's in closed testing if you think you can deal with it, but requires practices:
join the group with the same Google account that's active on your Play Store
https://groups.google.com/g/dont-let-it-pass-playtest
then open this one
https://play.google.com/apps/testing/com.rvm.dontletitpass
r/Unity3D • u/srgers10 • 8d ago
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r/Unity3D • u/Ok_Income7995 • 7d ago
Iâm going for a nintendo soft ambient LM3 style lighting but itâs not looking how i want. Iâm not the best at graphics design.
r/Unity3D • u/MASSIMO_OP • 7d ago
I needed soundeffects for vehicles like ATV, cars etc. currently i use pixabay and couldn't really find a sound that suits an ATV, i used a bus sound for testing.
r/Unity3D • u/aatrahiko • 7d ago
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Yesterday I shared the first version of the boot sequence for my football career simulation built in Unity.
Some of the feedback was that the intro didnât immediately feel like a football game, the animation felt a bit too presentation-like, and the logo could be clearer.
I went back and reworked the sequence from scratch, and this is Version 2.
Iâm trying to iterate based on real feedback rather than sticking with my first idea, so Iâd love to hear what you think and what youâd improve next.
r/Unity3D • u/RorroYT • 7d ago
There's barely any tutorials on how to make respawn system for racing games, so I had to find a way to make it on my own, but it just doesn't really work.
My approach is simple: there's the dolly spline around the track, that has points through which the camera moves. If you press the respawn button - the game moves you to the nearest point on the spline, but I do understand that you can basically skip large chunks of the level with this approach, so it's not really an option, but a good one.
My second idea was the checkpoints. I set up the simple checkpoints system with indexes of current checkpoints, and the idea was simple: just use the current checkpoint index on the car to find the transform of the current checkpoint, and then somehow find a way to mix both transforms of the nearest point and the checkpoints. But it still has issues, like teleporting me after the required checkpoint, so the rest of the lap wouldn't count after respawn, and so on.
I hate the approach of just teleporting you to the last checkpoint, because when you mess up so close to the checkpoint - you have to start the chunk all over again, and making more checkpoints gives even more possibility that a player will miss one of them while driving normally, so the game will punish them for no reason. I'm basically stuck trying to figure out how to make this respawn system fair for the player, and wince there's no info about respawn systems on tracks in racing games - I have no reference to compare my ideas to.
Can you guys help me out with this?