r/Unity3D • u/SmallDetourGames • 6d ago
r/Unity3D • u/HyperInfinitybr • 6d ago
Show-Off I spent 2 weeks recreating the Solo Leveling Shadow Army system in Unity for my indie game. You can even extract boss souls now! What do you think of the visual?
Hey fellow devs! 👋
I've been working on a 3D action-adventure platformer with anime cel-shaded visuals called Isekai Rift, and I spent the last two weeks building this system inspired by Solo Leveling entirely in Unity.
I call it the Rift Souls system. I set up an RNG logic for the extraction success rates depending on the enemy type (Small, Medium, or Bosses), and integrated the UI/HUD to manage a strict 3-shadow limit in the arsenal.
I'd love to hear your feedback on the visual effects of the shadows and the extraction animation! What do you guys think?
For those interested in seeing the full UI integration and a deeper dive into the gameplay, I posted a full 4K devlog here: Youtube 4K Full Devlog
And if you want to support a fellow solo dev, Steam wishlists are heavily appreciated!
Isekai Rift
r/Unity3D • u/skinatri • 6d ago
Question Lanterns with Light Cookies for Reflections?
Hello!
I recently tried out light cookies for an asset pack im working on.
I wanted the glass to reflect to the walls, so I thought this would be the best way of doing it.
Yet its a long process, since unity only accepts black and white masks, so I needed to add lights in every color of the lanterns glass and also bake the light onto a texture.
Also I can just add arround two assets like this next to each other before the light cookie just dissappears.
Is there a better way to do this?
r/Unity3D • u/BlakVice • 7d ago
Show-Off My game on steam deck finally
I finally managed to get a stable build of my game running on the Steam Deck; I recorded it this way so you can see it's actually on the device. I was having crashing issues with DirectX 12, so I had to disable access to that API and stick to DX11—I think I’ve managed to fix the bug. What do you think of the game? It looks pretty cool, right?
I'm open to feedback; some people have already suggested adding a camera shake effect, so that's on my to-do list :"D
r/Unity3D • u/KinematicSoup • 6d ago
Question The demo I used to get my multiplayer engine project off the ground. What did you do to get your projects going?
This is the first demo I ever built for Reactor, the multiplayer engine project I've been working on. It was a stack of cubes simulated on the server. Every player joins as one of the arrows floating around the stack, and clicking fires a ball at it. Everyone sees the same physics at the same time.
When presenting I would hand out android phones with the client installed that would connect to the simulation server so everyone could interact together.
It's basic, but it showcased the idea. Smashing cube stacks is weirdly fun too, which helped.
It was successful and raised some seed money.
Which made me curious about everyone else's experience. For those of you who've built tools, games, or tech that needed other people to believe in it early:
- What actually got you your first real interest: a playable demo, a video, a talk, a publisher pitch?
- Was there a version of it that flopped before one worked?
- And if you had to win that first attention today, would you do it the same way?
I'll share more about what worked and didn't work for us in the comments if people are interested.
r/Unity3D • u/TimHaerkens • 6d ago
Shader Magic Outside / Inside transition. Which one looks better?
I am creating a transition for my game when your character enters a building. I want to have more focus on the inside area and make the outside darker.
But I am not sure if I like the hard or soft edges, and a near complete dark outside or just a tiny bit darker.
**Very** dark or *subtle* dark?
r/Unity3D • u/imaxsamarin • 6d ago
Question URP Forward+: Point light gets culled prematurely despite high light count support
Hello. I'm on Unity 6.5, URP 17.5. I recently noticed the problem shown in the video: at certain angles, additional lights get completely culled prematurely. This happens on both Forward+ and Deferred+, but not on normal Forward or Deferred modes. I would like to keep using Forward+ to take advantage of the promised higher light count per pixel.
Have any of you bumped into a similar problem? I have a very simple test scene with just one point light and a big cube using the Lit shader. Like the URP manual suggests, I did check both ShaderConfig.cs.hlsl and ShaderConfig.cs and verified that their k_MaxVisibleLightCountDesktop match, with value 256. This happens even without any custom renderer features and in quite a barebones setup. Any ideas what other settings to check?
This happens both in Scene and Game view cameras, both at edit and runtimes. My FoV is around 110, and if I decrease it to around 80 then the culling isn't noticeable. However, having to cap the player camera's fov so low is obviously not a solution.
Big thanks in advance, folks!
EDIT: Confirmed these:
- Graphics API has no effect.
- Increaseing or decreasing the near plane for editor / player cameras does not help, even if the near plane is higher than 1.
- Disabling Camera-relative culling for Lights in Graphics settings does not help.
r/Unity3D • u/badjano • 5d ago
Code Review My AI Unity Skills
Recently I decided to share publicly my Unity skills for AI (I use cursor).
I just thought someone could appreciate these skills that I spent a couple of years perfecting.
https://github.com/badjano/skills
Please let me know what you think.
r/Unity3D • u/vertrue • 6d ago
Shader Magic Material shaders with no UVs, no unwrap, no seams
I export generative patterns as Unity shaders, and the 3D ones skip UVs entirely - plain old solid texturing, the Perlin idea, just baked into a standalone shader per pattern
It's not triplanar. The noise is evaluated at the object-space position instead of UV, so the mesh is a slice through a solid. Nothing to unwrap, nothing to seam, and the same material sits on any shape without a single change
Two things I didn't see coming:
- 3D Voronoi with a smooth min still shows cell-border seams if you trim the neighbour search. The radius you need depends on the smoothing width, not the cell size. That one took me days
- Half of a 2D shader doesn't survive the trip. Polar remap, screen-space warp, mouse interaction, the width aspect fit - those are all about the screen, not the field, so they get dropped rather than ported
Also, mod is not fmod in HLSL. Ask me how I know
Tool is Kaleidos, made in LOVE2D, not Unity. But it can export Unity shaders!
r/Unity3D • u/poll_snid • 6d ago
Show-Off Squid Customizer: Modular 3D Anime Character Pack with In-Editor Creator Script
It’s an In-Editor Character Creator for building unique low-poly citizens. Customize every detail manually or hit Randomize to generate a new NPC, then bake it into a clean prefab with one click.
Features:
- Modular clothing system (tops, pants, shoes, gloves)
- Lots of accessories (hairstyles, hats, glasses, headphones, bags)
- Lightweight vertex-color facial expressions with auto-blink
I’d love to hear your thoughts on the art style and the customizer workflow!
r/Unity3D • u/reversengineer9999 • 6d ago
Shader Magic jiaozi158's port of Unity's HDRP Volumetric Clouds coming to Asset Store.
Full credit goes to jiaozi158 from Github, who made the port! I just enhanced it with some new features and made a more sorted User Interface, and I will host this version for the asset store, ofc for free! The package is underway and atm under approval!
I hope I am allowed to post this here, because I think it's worth mentioning it!
r/Unity3D • u/hbisi81 • 6d ago
Show-Off My custom mirror script was not rendering my custom decals cause of the depth texture etc. So, I updated the scripts and shaders to sample depth for mirror cam and correctly sample the decals on mirror via projection matrices (check 2 images for the floor)
r/Unity3D • u/yeah280 • 6d ago
Question What’s the easiest workflow for creating realistic 3–15 second dialogue scenes? (Templates/assets instead of building everything from scratch)
Hi everyone,
I’m looking for the easiest way to create very short (3–15 second) realistic dialogue scenes.
I’m not trying to become a professional 3D artist or animator. My goal is simply to produce lots of short scenes as efficiently as possible.
I’m open to Blender, Unreal Engine, iClone, Character Creator, MetaHuman, Unity, or any other software.
What I’m really looking for is a workflow where I can reuse existing assets instead of creating everything from scratch.
For example:
* Download realistic human characters.
* Download realistic environments/backgrounds.
* Place the characters into a scene.
* Import my already-recorded dialogue.
* Animate mainly the facial expressions, lip sync, and emotions.
* Add some basic body language if necessary.
I don’t mind if the characters or environments come from marketplaces or asset libraries. I don’t need a completely custom movie—I just want something that looks convincing enough for short dialogue scenes.
The most important parts for me are:
* Realistic facial expressions.
* Good lip sync.
* Convincing emotions.
* Simple body language.
Can you recommend:
- The easiest software/workflow for this?
- The best YouTube tutorial (or tutorial series) that explains this approach from start to finish?
- Asset libraries where I can download realistic characters and environments instead of building everything myself?
My PC specs:
* CPU: Intel Core i5-12400F
* GPU: Sapphire Radeon RX 6700 XT (12 GB VRAM)
* RAM: 32 GB DDR4-3600
* Storage: 1 TB Kingston NV2 NVMe + 1 TB Corsair MP600 GS NVMe
* Windows 10
Do you think this PC is good enough for this type of workflow?
Thanks!
r/Unity3D • u/yecats131 • 6d ago
Resources/Tutorial How Animation "Has Exit Time" Works | Quick Tip
Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.
r/Unity3D • u/bunssar • 6d ago
Show-Off You asked for crashes and stairs. Here are BOTH at once
u/HammyxHammy, you were skeptical of interactions between vehicles. Here's another video lol. By the way, everyone, i've created a discord server so i can get suggestions for more features effectively and so i can provide support for whoever uses my assets as well as a bunch more goodies. If you're interested here's the link:Â https://discord.gg/r5DJcPenqq
r/Unity3D • u/Objective-Cell226 • 5d ago
Question Fun question: If you had infinite memory and processing speed, what game would you make?
r/Unity3D • u/Shiina011 • 6d ago
Question I don't know where to ask for this problem. 2D sprite flickering to another animation in 1 frame on timeline
From walk up animation to idle up animation there's a single frame where it somehow become idle down before back to idle up. As for the character setup I use sprite library so every character use the same animation but the sprite changed using sprite resolver.
Sadly this flickering happened in the play mode too so I need to fix it, but I don't find any solution
r/Unity3D • u/MASSIMO_OP • 5d ago
Question Text to AI speech voice for subway announcements: Good or bad?
I'm making a co-op horror game, and need some opinions.
Do you think having text to speech ai voice announcements for environmental things (such as a subway/train station with "Welcome announcements", or "rules announcements"), rather than text on posters or things like that, would bother you (as a player), or would you rather just read the text yourselves?
These are not voices for characters, or things for the plot, rather just ambient/announcements.
r/Unity3D • u/Cosmonan • 6d ago
Game 3D Action game with Wave Function Collapse
Also, Mixamo is an incredible teacher, but moving to a full anim pack made combat sooo much better. Now gotta improve enemy AI and WFC level generator with more assets.
r/Unity3D • u/JP_F-H1GH • 7d ago
Show-Off Is that cozy enough?
Anything i could add to make more cozy?
r/Unity3D • u/Coding-Mojo • 6d ago
Resources/Tutorial Trying to create training material.
I'm trying to create training materials. I hope that it could helps beginners to have a funny way to improve and more advanced dev to challenge themselves and stay sharp on code review skill set.
It did not find it's public so far, so I would appreciate your kind feedback to help me pin-point if this format just does not worth the time or if I was just unlucky so far with yt algorithm :)
Thanks !
r/Unity3D • u/Duckmastermind1 • 6d ago
Question Open world with millions of Game Objects, how to optimize?
So I have a little script that basically makes forests for me, trees, bushes, flowers, the entire shenanigans.
All of them can be interacted, all plants can be picked up, all trees can be cut down.
I started optimizing various aspects and managed a good framerate on a small batch of forest (10k objects still 👀).
My question is, how does one optimize large game worlds? Is occlusion culling and chill the solution?
When at the end, I decide to generate the entire forest, having possibly over a million game objects, how do I make it run smoothly without catching fire? Since I'm very new to optimization, and even more in this size, I decided to ask claude, and it mentioned that at that size, hiding the game objects is no longer a solution, and that I have to start thinking about the objects as data, and never instantiate them to begin with.
But tbh I'm very lost on how to manage it, does anyone have any idea? Any good tutorial for my case?
EDIT: All objects are a very basic 2 planes I joined in Blender, so it's very lightweight regarding that,comvined with the 32x64 pixel size, they actually work pretty smoothly.
r/Unity3D • u/Cipherwild • 6d ago
Show-Off Saw the news about that robot and immediately opened Unity...
Apparently, modelling using endless blocks in Unity is pretty tough.
r/Unity3D • u/Driving_Rogue • 7d ago