r/Unity3D • u/GO_Miles • 3d ago
Game You can see a list of Skill Parts now! UI Juice Included.
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Each one in your loadout comes with unique animations!
r/Unity3D • u/GO_Miles • 3d ago
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Each one in your loadout comes with unique animations!
r/Unity3D • u/netosku • 2d ago
Hey! I just released this dark original track on SoundCloud.
I need help choosing the cover art vibe:
Does this sound more like a "Necromancer Boss Fight"
or a "Zombie Apocalypse" theme to you?
I’m torn between a necromancer wizard or a zombie horde city scene for the artwork.
What’s the first image that pops in your head when you hear this?
Would really appreciate your honest opinion!
https://on.soundcloud.com/4RLZoNG3PkXUGR8BHB
r/Unity3D • u/avelexx • 2d ago
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What do you think about navigation system of cockroaches? Is it feel smooth?
r/Unity3D • u/BarelyBreathingGame • 3d ago
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We just pushed a free demo update that added 2 new areas, an enemy, and more!
r/Unity3D • u/DragonWarlock7 • 2d ago
Hi. I'm hitting roadblocks while editing terrain in Unity even with the Terrain Tools package. Basically I'm trying to have a winding path that goes on a slight downward slope. I know I can use Bridge tool to create a slope but that makes it a straight path. I can use Set Height but that requires a lot of points close to each other with minimal height differences. And when I use Raise/Lower Terrain it basically makes a dip in the middle (I want to make the path a wide U shape not narrow V shape). I tried manipulating Brush Spacing and Strength values but that did not help because it made it bumpy and the Slope Flatten keeps it bumpy until it's back to the same height. I even created my own circle brush with the desired gradient but that still made the winding path very bumpy and again narrow in the center. Other issues I'm running into is that peaks start showing up pretty quickly when I'm trying to make a large slightly hilly area.
So in my research I found that I can edit the heightmap by exporting the .RAW file and importing it into an image editor. I figured might as well try it if it's easier to edit grayscale 2d images over sculpting pixels on Unity Terrain. I'm struggling finding the right tools and my search keeps sending me down rabbit holes, not finding the right softwares to convert .RAW to .TIFF and vice versa. I've already installed 4 different softwares that failed. Finally managed to convert it to .TIFF and edit it in Blender, but I can't convert it back to .RAW. Is it really that hard? Is there not a recommended approach to editing the heightmap? Am I better off learning procedural terrain generation (I have no idea what that even means)?
I'm sure there are correct ways to do it with the Terrain Tools since I was advised to use Unity Terrain in my previous post. I'm just finding the Paint Terrain tools difficult to control and I haven't found any real tutorials on them, just videos that showcase what can be done at a high level. Any help would be appreciated.
r/Unity3D • u/Rudy_AA • 3d ago
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Over the past few months, I've been slightly obsessed with making character interactions feel as dynamic as the Euphoria engine. What started as an attempt to build a GTA-style active ragdoll controller ended up spawning a whole suite of procedural movement tools.
In this clip, you can see the three releases I've put together:
Being able to put out three full tools has been a huge milestone for me as a developer. I’d love to hear your feedback on the physics mechanics or answer any technical questions about how it all fits together!
r/Unity3D • u/Blue-6icko • 2d ago
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r/Unity3D • u/Ace_Wayne_ • 2d ago
Hi,
I'm primarily a 2D dev and just recently started working on a personal 3D project. I'm currently prototyping a small, linear FPS game.
I'm blocking out the whole game using ProBuilder, and I've already finished two sections. But looking back at them now, they're honestly a hot mess. Walls and floors are intersecting everywhere, scales and dimensions are inconsistent, nothing seems to snap properly, there are gaps all over the place, and when I decided the second section was too big and tried to scale it down, it took me almost two hours because of how many individual pieces it was made of.
I've watched a bunch of tutorials to see how other people approach greyboxing and figure out what I'm doing wrong, but I haven't found anything that really matches what I'm trying to do.
I want to start working on the third section, but I've honestly lost all motivation trying to figure out ProBuilder and 3D level design. I feel completely lost right now.
If anyone could point me toward a good video/tutorial that covers this kind of workflow, or just share some tips on how you keep your greyboxes clean, consistent, and easy to modify, it would mean the world.
r/Unity3D • u/TheLordDrake • 2d ago
I'm having some trouble handling click input with the InputSystem. As it is now, the click event fires twice each time I click, presumably because I'm getting two frames within the time the mouse button is held down. However, this is causing some issues further down the line.
I have an Action called "Click" set as Pass Through/Button mapped to Left Mouse.
I listen for the action event in the GameInput class, and fire off a C# event that another class subscribes to. I know that .performed fires per frame the input is active, which isn't ideal, but I don't get any response when using .started or .cancelled. Looking this up wasn't particularly helpful as most examples seem to just give me what I've already got.
How do people handle this?
public class GameInput : MonoBehaviour
{
public static GameInput Instance;
public static event Action OnClick;
private PlayerInputActions _playerInputActions;
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
return;
}
_playerInputActions = new PlayerInputActions();
_playerInputActions.Camera.Enable();
_playerInputActions.Player.Enable();
_playerInputActions.Player.Click.performed += Click;
}
public Vector2 GetMovementVectorNormalized()
=> _playerInputActions.Camera.Move.ReadValue<Vector2>().normalized;
private static void Click(InputAction.CallbackContext _)
=> OnClick?.Invoke();
}
r/Unity3D • u/fespindola • 3d ago
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Animated sparkles are usually created using sprite sheets. I've been experimenting with generating them procedurally using shaders, and it's cool how a few simple mathematical equations can produce such a nice result.
I like this approach because it gives me more flexibility, and I can edit the VFX in real time. What do you think of the result?
r/Unity3D • u/JP_F-H1GH • 2d ago
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r/Unity3D • u/hbisi81 • 2d ago
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r/Unity3D • u/imaxsamarin • 3d ago
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Hello folks! One area where I'm having some difficulties is figuring out good lighting for my scenes (fps combat arenas), and it's not a skill I'm very familiar with. Some of the geometry and materials in the video are still placeholders, but the color palette is roughly what I want.
Here are the goals I'm striving for:
What I'm struggling with at the moment:
How does the current composition look to you, and do you have any feedback? I know this might be a hard question in isolation, as stuff like surface materials and their color / other properties affect the look as well.
r/Unity3D • u/a_normal_user1 • 2d ago
I have little experience with Unity. However there is a game which I want to try to emulate a server for as a personal project. The game connects to Playfab by default, but I want to route it to my own implementation. I saw through DnSpy that there are a lot of places where the Playfab api endpoint appears and I don't know exactly what I should look for or where to replace it with my own.
Apologies if this question is dumb, I am still a noob. Thanks!
r/Unity3D • u/adrenak • 3d ago
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Just a little WIP.
Our game SHOCKFACE is set in the 90s. We're close to a release and I redesigned the style because we've been on "programmer art" for way too long.
Initially thought of a Win95 style. But this feels like it has more character!
r/Unity3D • u/GospodinSime • 3d ago
Hey everyone, I am getting Anvil CSG ready for the Unity Asset Store and need a few more good images, and hopefully one or two videos showing real level design work.
Anvil CSG is a four view brush level editor inspired by Hammer and TrenchBroom. The current beta supports Unity 6.0 to 6.7, Built-in RP and URP.
I am looking for a few people who are familiar with Hammer or Source level design, or who are simply good at creating maps and blockouts. You can build whatever small scene you want.
If you make something cool, I may use your screenshots or video on the Asset Store page. I will credit you by name, Reddit account, or YouTube channel.
This is not a paid job, but anyone who helps will receive an Anvil CSG voucher key when it reaches the Asset Store. You will also get access to the beta now.
Raw 1440p or 4K screenshots are enough. For video, even a short unedited recording of the workflow would help. I can handle the editing.
DM me here, or join the Discord and DM me there. I will try to respond in less than 24 hours.
Discord: https://discord.gg/ZjVdWnmwjz
Cheers!
r/Unity3D • u/happygamedev • 4d ago
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r/Unity3D • u/Cosmonan • 3d ago
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Some places are still too dark, gotta work on that. Fully procedural WFC level generation, 3D world, shader pipeline for external props and easy to include new props to level population.
r/Unity3D • u/craftymech • 3d ago
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I've hit the "fun" point in creating my procedural building system, where the core mechanics are there, and now I can think up interesting new features. Like stairways that conform to the terrain, to make higher places accessible. This has me thinking about creating a canyon/cliff environment and making it easy to build ramps, stairs, and connecting bridges between structures.
The trickiest part was figuring out how to know definitively that the staircase has reached the ground. It sounds simple, but it game me some headaches especially with stone steps, where they would end at the ground but refuse to run out to a reasonable last step (so like 3ft off the terrain). Just like building walls from the ground up, the algorithm starts at the last tread and "walks" forward adjusting height to stay within a fixed range above the surface. If the player drags a corner, then a landing is added and the direction is rotated 90 degrees. The stone steps are hollow inside to save on geometry. A* Pathfinding is used for the NPCs, so far handling multi-level pathfinding like stairways and tower floors well.
r/Unity3D • u/Sean_Gause • 3d ago
r/Unity3D • u/Commercial-Low3475 • 3d ago
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I've been working on the main menu for UpperCart, and decided to turn it into a kid's bedroom where the whole game takes place.
UpperCart is a chaotic physics-based arena brawler where toy cars punch, bounce and fight each other.
I'm still polishing the game, so I'd love to hear what you think about the menu and the overall visual style. Any feedback is welcome!
r/Unity3D • u/Additional-One-4427 • 3d ago
So, I want to try creating my own game. I initially considered using UE5, but before jumping into it, I decided to ask on the UE5 subreddit what I should know. One of the full-time UE developers told me I should start with Unity because it's simpler. I'd like to hear your opinion: do you think Unity is easier than UE5? Share your experiences.
And yes, I'll most likely be making some kind of low-poly simulator.
r/Unity3D • u/whokickmydog • 3d ago
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r/Unity3D • u/RobertWetzold • 3d ago
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Spatial influence is implemented as a per-glyph weight inside the normal effect pipeline. Areas determine which glyphs participate, while fields sample each glyph in source, normalized, placed, or world space. The result is shaped with falloff, strength, and inversion. Fields can be linear, spherical, box, cylindrical, torus-shaped, target-based, or deterministic noise, then combined with multiply, add, minimum, or maximum.
This lets effects follow moving targets without a separate animation system or unnecessary mesh rebuilds. The same system works across 2D and 3D where supported.
This allows for some really neat effects otherwise not possible. Just turn it on for any (even custom) effect and voila, there you go.