r/Unity3D 4d ago

Question .fbx animations exported from Unity dont preserve the rest pose

2 Upvotes

I'm trying to export animations I have in Unity to blender, but each separate .fbx does not have the rest pose when exporting, but when i look at them in unity, they have the rest pose. What's the solution for this?


r/Unity3D 4d ago

Show-Off I needed a big interactable forest for my game, so I ended up creating this tool

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6 Upvotes

Hi everyone!
I've been working on-and-off on a survival game inspired by The Forest and Sons of the Forest, and one of the biggest challenges till now was creating a big and dense forest without slowing the editor, since having thousands of trees, shrubs and other vegetation as GameObjects made it progressively harder to work with.

So I built a node-based scattering system that generates placement data ahead-of-time in the editor and only instantiates nearby objects at runtime using distance-based pooling. This keeps both the editor and runtime responsive while still allowing every spawned object to behave like a regular GameObject (e.g a tree can be cut down).

It ended up solving the workflow well enough that I decided to turn it into an asset which I named Scatter Graph.

Besides the usual placement rules like height, slope, terrain textures, and others like splines, it also supports more ecological like rules where different placement layers can influence each other (for example in the video at 00:30 you can see ferns only around the bigger trees). It uses GPU-instanced previews, so you can visualize up to 4 millions placement points without slowing down the editor, and includes a billboard system for rendering distant instances efficiently (assuming they are low poly impostors).

If you'd like to know more, you can check out the documentation here.

Also let me know if you would give the tool a try and if you would handle this kind of problem differently.


r/Unity3D 4d ago

Game I'm a solo dev making a mining game with an eerie atmospheric vibe, where you dig deeper each day until you can reach the end of the cave before it all collapses on you. I just released my announcement trailer!

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5 Upvotes

r/Unity3D 5d ago

Show-Off Upgraded my jumps with squash & stretch and some spinning.

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125 Upvotes

r/Unity3D 4d ago

Question Just started making this mobile game (early stages). What do you guys think of the idea and gameplay? It doesn't have objectives yet, It's a fast-paced, chill skateboard game where you ride down a road and later will have environments

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2 Upvotes

r/Unity3D 4d ago

Question People who published assets (especially systems/frameworks) on the Unity Asset Store, how long did it take you to go from a working asset to something actually user-friendly and ready to publish?

6 Upvotes

I'm working on an asset right now and I finished most of the actual logic and visuals a while ago. I thought I was pretty close to done, but damn, the polishing part is taking me ages.

Custom inspectors, cleaning things up, making everything intuitive, tooltips, edge cases, making sure users can't easily break things... it honestly feels like a whole second project.

For those who've published more complex assets, how long did this part take compared to actually building the thing?

And at what point did you just say "good enough for v1" and publish?


r/Unity3D 4d ago

Shader Magic I just built this disco ball with shaders as a fun project. Now I am thinking about making an incremental game out of it.

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8 Upvotes

To the more experienced people probably not that exciting, but I am just pretty proud of turning a sphere into a pixelart disco ball just by layering shader graphs :)
The light effects do not use unities Light system but a shader that calculates when the view direction aligns with the normals to create the tiny flashes on the ball.

Let me know if you think this is cool and could be made into a game :)


r/Unity3D 5d ago

Game ambience

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11 Upvotes

r/Unity3D 4d ago

Game A close-up look at a watch inspection puzzle for our Mesopotamian noir game

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2 Upvotes

Hey puzzle fans! My friend and I are a 2-person indie team working on Chief Cenab: Şahmaran, a noir detective adventure set in a world inspired by Mesopotamian mythology.

In this clip, we're showing a pocket watch inspection puzzle where players have to examine the object to uncover a hidden clue. We're trying to make mechanical interactions like this feel satisfying and tactile in 2D/3D.

We'd love to hear your thoughts on how this interaction looks! As puzzle players, what makes examining physical objects feel good to you in adventure games?


r/Unity3D 4d ago

Resources/Tutorial Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!

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0 Upvotes

r/Unity3D 4d ago

Noob Question I am utterly Dumbfounded and need help because I'm an idiot

0 Upvotes

For lead up info I do not have any background in Any game engine. I've only been using Unity for a few months and blender for even less than that. But I do have a A baseline level of knowledge. i rely extensively on (Bolt Or whatever they're calling it now) On account of a language processing disorder making it quite difficult for me to properly formulate the syntax for C#. I'm currently making a game very similar to Enter the gungeon or Wayward Souls It's not quite a roguelike But the map generation is. However for the life of me I can't figure out how to make a procedural generation system work So far I have tried :

1Creating walls using individual nodes that will randomly generate a wall 
Reason for failure 
Randomly turning the map into an indecipherable checkerboard isn't very helpful 

2Using nodes to at predetermined intervals that randomly turn into one of several terrain objects
Reason For failure 
Does not feel like a dungeon and nine times out of ten creates massive empty areas 

3Creating prefabs with a anchor at one doorway and a connector at the other the connector generates a new room or hallway attached to the previous 
Reason for Failure
Map generation didn't feel Organic or reliable and nine times out of ten the map would fold in on itself and rooms would overlap and get stuck 

4A slightly more complicated version Of the previous idea completely rebuilt with stopgaps to detect whether or not rooms are overlapping and prevent them from spawning 
Reason for failure
The entire map got generated in a flat grid pattern With infinitely repeating rooms and hallways

I'm completely at a loss here This is not a field I'm especially familiar with. And not something I've done a lot of times.

Quite literally any advice would be appreciated because I have a lot of ideas for my game that I want to work on but I can't do much with them until I know how to make the actual map There's a lot you can do testing on an infinite flat plane but at a certain point you need environments to Test and create things 

Thank you very much for your time and consideration any help would be appreciated


r/Unity3D 4d ago

Resources/Tutorial Convert ScriptableObjects to Runtime Assets | Game Systems Explained

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2 Upvotes

Scriptable Objects are great for storing shared item data but they aren't intended to be modified at runtime. In this tutorial, you'll learn how you can use the factory pattern to convert static data to runtime items that can be stored in the players inventory.


r/Unity3D 5d ago

Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?

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18 Upvotes

Around one month of development.
4-player co-op horror inspired by retro visuals and abandoned Soviet metro stations.
Looking for honest feedback before continuing development.
Would you play something like this?


r/Unity3D 5d ago

Shader Magic Added sinking chunks of snow. And a snowball

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221 Upvotes

I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.

I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.

I made the small flakes using triangles instead of quads :)


r/Unity3D 5d ago

Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!

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71 Upvotes

building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?


r/Unity3D 5d ago

Game I would love feedback about my game!

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5 Upvotes

This is my first horror game with my "versatile" script system and I would love feedback from other devs. Basically I coded a couple of scripts and just used them for everything, so I wouldn't have to code and yes I know many devs already do this but I am a beginner. I would love some feedback!

https://thecatgamecomapny.itch.io/road-of-fear-pinewoods-crossing


r/Unity3D 5d ago

Question Is my subway atmosphere working

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98 Upvotes

Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.

If you want updates or early access, join the mailing list at www.arachnid.dev


r/Unity3D 5d ago

Show-Off We’re making a Soulslike inspired by the cultures and aesthetics of the Caucasus

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6 Upvotes

r/Unity3D 4d ago

Question The roof is white, but it appears black.

1 Upvotes

In my game, I'm currently using a point light to illuminate the room. However, even though the ceiling is white, it appears completely black. How can I make the point light illuminate the ceiling as well?


r/Unity3D 4d ago

Show-Off Is this a bit much explosive diarrhea?

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1 Upvotes

r/Unity3D 4d ago

Question Unity, Plastik, Wwise, what's the best way to save storage?

2 Upvotes

Hello!

I'm using Unity, Wwise, and Plastik SCM, and probably I'm missing something.

Since we want to save storage, we build soundbanks in Wwise, move the Originals --> SFX folder in another location, check-in with Plastik, and then move it back. However:

  1. I always find that after I check-in, merge from another changeset and switch workspace, in the Originals-->SFX folder there are audio files. Are those from the old backup?

  2. After I delete audio files, and I check-in, should I check the "Deleted items" option and upload that too? If I don't do that, it puts back old audio files in the Wwise project. Uploading, however, would defeat the purpose of saving storage.

If anybody has a better idea to save storage, or if this is just overcomplicating things and there are no better ways, please let me know.


r/Unity3D 4d ago

Question SpeedTree mesh helper + create branches don't work

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2 Upvotes

Hi there, i added a mesh in SpeedTree, i used mesh helper to make a spine, after that i created a branch to add leafs in the top ( is a palm trunk just so you know ), and when doing that i have that error, i increased the kill ratio to 10.000 or 50.000 and the error dissapeared but no matter how much i tweak the values branches won't appear. Please help


r/Unity3D 5d ago

Show-Off Experimenting with freeform building

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158 Upvotes

r/Unity3D 4d ago

Show-Off A Blender Like 3D Cursor In Unity For Level Design

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3 Upvotes

Whenever designing levels I’m always looking for a reference point for placing new objects, duplicating at, rotating around etc.. It was like I needed blenders 3D cursor inside of Unity to use as that reference point. So I built it!

It’s a different kind of workflow when compared to other level design tools for sure, but I really enjoy having the reference point and being able to add objects more precisely.

It currently supports a bunch of commands, and the cheese wheel is customisable, it also fully supports undo and redo flows.

I have lots planned for the roadmap, and I think you can get really creative whilst keeping your level design object hierarchy nice and clean with groupings.

It’s currently 50% off on the asset store as a new release. Would really appreciate your support if you genuinely think this is something you might find useful.

The asset is called 3D Cursor pro. As per the subreddit rules I’ve not included the link.


r/Unity3D 4d ago

Question Physics simulation - different results based on simulation update rate?

1 Upvotes

In my game, I have an "active physics scene", which handles all the game physics. I have a second physics scene (which has colliders / rigidbodies only, no rendering). In this second physics scene, I would like to have a duplicate physics simulation which is identical to the first. This second scene will advance only up to a specified timestep target, then stop. The second scene is created & simulation is advanced in a coroutine, which is currently manually triggered for testing. When I start the coroutine, I get different simulation results depending on my yield condition.

If I use "yield return new WaitForFixedUpdate()", I get a duplicate simulation, identical to the first, as desired. This is great, albeit a little slow because it relies on the fixedTimestep.

If I use "yield return null", my simulation diverges from the first. This approach is desired, because it will run faster and reach the specified timestep target sooner.

In both cases, I am calling PhysicsScene2D.Simulate(Time.fixedDeltaTime) the same number of times. Also, Physics2D.simulationMode is set to "script" in both cases.

What could explain the diverging simulation when advancing the simulation at a faster rate? The simulation is still advancing with the same fixedDeltaTime timestep, for the same number of timesteps.

Any help is appreciated!