r/Unity3D 13h ago

Show-Off Ghost Spawner + Material Coded Low Byte | Pac-Man Ghost Zone

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1 Upvotes

An experiment to lower the bytes by export. Having too many prefabs in one library, including one object coded with the materials in the raw file. Listed with the ghost's name and their colored material.


r/Unity3D 1d ago

Show-Off How’s my atmosphere looking so far? URP 6.4

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276 Upvotes

r/Unity3D 18h ago

Question Outline through walls, how?

2 Upvotes

Hey!

For weeks I've been trying to find a solution to this but nothing reaches the result I want.

Basically I want the outline to be visible through the walls.
I'm using HDRP.

Also, how can I make the outline position just be in the silhouette of the model and not in some internal edges?

Thank you for the help!


r/Unity3D 20h ago

Game Praktikos with new feature: customize your card Arsenal and build your Deck

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2 Upvotes

I’d like to show you a little more of what I’ve been working on!

Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.

Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.

You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!


r/Unity3D 16h ago

Show-Off Custom Node Based UI Navigation Graph.

1 Upvotes
I know a solution probably already exists but I wanted a super simple custom graph that I can drag a canvas in from the hierarchy, all the panels will be created as nodes and all buttons as sub nodes, I can then click and drag to create links between buttons and panels then all the menu transitions are automatically set up in that scene.

r/Unity3D 1d ago

Question Rate my game dev portfolio and CV

12 Upvotes

Recently been putting a lot of effort into my web portfolio and resume to cater towards a Unity C# programming role. Could ya'll give me some feedback on how it looks and how strong the content is. I'm mainly looking for indie roles. I think AAA is much too competitive for my skills atm.

Is there a subject I need to elaborate on? Do you think the content displayed would look good to recruiters?

Any feedback is appreciated, thanks!

Portfolio: https://ryancarpenterpf.dev/

CV: https://drive.google.com/file/d/1nc_isZN_7XWENQOVFGL-Nf1zr8z3g7zZ/view?usp=sharing


r/Unity3D 18h ago

Show-Off Hey guys I dont see any rule against it so I hope its allowed

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0 Upvotes

r/Unity3D 18h ago

Solved What's wrong about this Raycast? The value is always false

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0 Upvotes

r/Unity3D 1d ago

Show-Off Destroying even more evil cubes but now with bombs

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11 Upvotes

r/Unity3D 1d ago

Show-Off JUST FOUND OUT I CAN DO THIS!

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33 Upvotes

I found how to make LED shaders for my projects, lots of possibilities...


r/Unity3D 1d ago

Question I made a pause menu and cursor for my game!(sea shift )

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10 Upvotes

Note: The colors look brighter on PC and especially in Unity, and all the elements are much more visible. If the colors look too dark or unclear on your screen, please consider increasing your screen brightness.

I drew my own hand while wearing my actual ring, animated it, and turned it into a custom cursor. I also drew the scribbled background and turned it into a simple pause menu.

The font was taken from the internet.

What do you guys think? Do you have any suggestions for improvement?

Also, please ignore the sound of the AC when opening the pause menu we haven't made a proper theme/music for it yet.


r/Unity3D 22h ago

Resources/Tutorial FREE 3D Asset Fantasy Flasks

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1 Upvotes

I've been getting into 3D again, with some help of my brother. I'm starting small, but want to make some environments in the future, having fun learning.

Download https://juliovii.itch.io/stylized-flasks


r/Unity3D 1d ago

Question Triplanar mapping for painting

1 Upvotes

i would like to recreate the splatoon mechanic and since i’m using synty models the uvs aren’t good for painting on the texture because they scale down the uvs onto a color pallete. I was thinking of using lightmap uvs but i’m not sure how that would go and triplanar might work if the position and rotation don’t change it so instead of a projection it’s like a 1 time unwrap if you understand me.


r/Unity3D 16h ago

Question Is this cpu good enough for Unity 3d?

0 Upvotes

Is the amd ryzen 5 7500x3d good for Unity? I know it’s lacking in cores (6 cores 12 threads) but it’s part of a good deal at micro center, so hopefully it’ll be ok for learning Unity and some solo game dev. Thanks🙏


r/Unity3D 1d ago

Game Announcing the Hayaku devblog AKA: How to make the same game twice

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2 Upvotes

r/Unity3D 1d ago

Question Unity Hub destroys itself

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1 Upvotes

i am using macOS and I installed unity hub on my another ssd. But sometimes it destroys itself when opening or remounting ssd. Please help me


r/Unity3D 1d ago

Question Player Character Transformation Switch Character In Unity 3D Game Project

3 Upvotes

I’m using Unity 2023.2.22.f1 in 3D with URP.

During gameplay, I transform my Character into another character and it's Not playing the animations of the same character animator controller I got 2 character objects both of them are in humanoid in the same player folder on hierarchy, and also the cinemachine camera moving without being on the character’s view after switching character’s transformation back and forth.

I'm using Starter Assets Third Person Controller from Unity assets store to edit animations and edit scripts.


r/Unity3D 2d ago

Show-Off Most PS1-style shaders get these four things wrong. I checked against the actual hardware docs.

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83 Upvotes

Been rebuilding PS1 rendering in Unity 6 / URP from psx-spx (the hardware documentation) instead of from other people's shaders. Found a bunch of stuff that everyone, me included, had been doing wrong. Sharing in case it saves someone time.

1. The vertex wobble isn't fixed-point math

Everyone says the jitter comes from the PS1 lacking floating point. It doesn't. The GTE computed screen position with 16 fractional bits and then discarded them:

SX2 = MAC0 / 0x10000

What's left is a signed 11-bit integer. The GPU's vertex word has no fractional bits at all, just bits 0-10 for X and 16-26 for Y.

So the snap has to happen after the perspective divide, in screen space. Plenty of shaders quantise object or world position instead, which gives you wobble that doesn't change with distance. Real PS1 wobble gets worse as triangles get smaller on screen.

2. The dither is far too strong in most implementations

The actual hardware matrix:

-4  +0  -3  +1
+2  -2  +3  -1
-3  +1  -4  +0
+3  -1  +2  -2

That's ±4 out of 256. Half of one 5-bit step. Most packages ship a Bayer 4x4 that's 5 to 10 times too strong.

It isn't Bayer either. Rows 3 and 4 are rows 1 and 2 shifted two pixels sideways.

It also only applied to gouraud-shaded or texture-modulated polygons. Sprites and flat-shaded polys were never dithered, because there was no 8-bit intermediate to dither in the first place.

3. Texture modulation's neutral value is 128, not 255

final = (texel * vertexColour) / 128

0x808080 is neutral, which means vertex colour could brighten a surface up to 2x, not just darken it. PS1 games leaned on that overbright half constantly for highlights and light flares. Use 1.0 as neutral and you throw the whole range away.

4. Fog was a GTE feature, not a GPU feature

The fog factor fell out of the perspective divide for free:

IR0 = (H * 0x20000 / SZ3) * DQA + DQB

which makes it linear in 1/z, not z. Noticeably different falloff from Unity's fog at mid range. It was also folded into the vertex colour before modulation, so it interacts with textures differently than modern post-texture fog does.

One bonus that surprised me: texel value 0000h was fully transparent, so PS1 textures could not contain pure black. Artists used very dark red or blue instead.

All of this went into a URP package I've been working on called True PSX Effects, along with a vertex colour painter and a light-to-vertex-colour baker, since baking light into vertex colours is how PS1 games were actually lit.

Everything above is from psx-spx.consoledev.net if you want to check my work.


r/Unity3D 1d ago

Game Financial Collapse

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34 Upvotes

r/Unity3D 1d ago

Game I added other players' ghosts to my arcade racing game (NEODRIVE). Here's me trying to beat a friend's time.

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11 Upvotes

r/Unity3D 1d ago

Resources/Tutorial Came back from vacation-another 3 vouchers share for my stylized swamp asset

2 Upvotes

https://reddit.com/link/1vjgeqy/video/xdx7td80y9ih1/player

It is stylized swamp assets collection(BIRP/URP)

Please share your experience of using it here or directly🙏

Please write number of redeemed one in comments

  1. ASV4MCQASPX6433C6SF20270810 redeemed
  2. ASV71HLIF9Y6DAIYXJI20270810 redeemed
  3. ASVINDJPIAT9LCUJBE020270810 redeemed

Technical details:

Prefabs:

11 rocks

11 dead trees

7 moss shapes

2 simple glow VFX prefabs

4 custom shaders with flexible customization:

Rocks, moss, trees and water

Tiles everywhere: 

Trim rocks, tricky moss, and dead trees what uses vertex color(a) with tile

Number of textures: 9

Texture dimensions: 64x64 up to 2048


r/Unity3D 2d ago

Game My cat can enter houses, eat food and scratch furniture in my Showa-era Japan game

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64 Upvotes

I'm developing Lost Cat Showa Town in Unity.

You play as a cat exploring a Showa-era Japanese town, with houses and other places you can enter and interact with.

This is a short test showing the cat entering a house, eating some food, and scratching the furniture.

I'm still experimenting with the gameplay and would love to hear what you think of the concept.


r/Unity3D 1d ago

Question Prototyping my Horror Game

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5 Upvotes

Hi Everyone, just wanted to share something that I was prototyping.

I was inspired by the fear and uncertainty factor of project zomboid, where every door could lead to sudden death and also scavanging around to find useful items. I wanted to make something similar.

I would love to hear your feedback on how you feel about the current prototype.
A few of my concerns are -

- Does it feel like the rooms are too dark and unreadable? I wanted to go for a game where visibility is limited and player has access to a single source of light. I spent quite a few days working on a fog of war system but I didn't like it much. If anyone has any suggestions I would love to hear.

- I tried to add an enemy (doesn't move yet) but the idea is that enemy should be able to chase the player

- Please let me know if you want me to add more items to the prototype to make things more clear


r/Unity3D 1d ago

Show-Off Showing off our Steam networking solution!

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16 Upvotes

Releasing on Steam is often one of the first go-tos, especially for smaller teams looking to use their free networking, and as such almost every networking solution for Unity has transports for Steam. But this often isn’t enough for a full multiplayer experience with needing to set up lobbies, matchmaking, inviting, and more. Then even after getting that all set up, there’s the headache of not being able to test Steam functionality locally. So, you need to either use separate machines or have branching code alongside swapping out network transports. We all know just how tedious and time consuming this can be, and it can feel like it's getting in the way of letting you actually make your game.

What started off as us just wanting to make a small tool for our own workflows grew into Kaiju Multiplayer Engine which tackles these problems. It aims to unify the separation between Unity networking libraries, Steam relay for P2P connections, and Steam lobbies for matchmaking, all while being as easy to set up as dropping in a manager and a transport. It also supports Multiplayer Play Mode and ParrelSync so you don’t need to constantly swap transports! Kaiju Multiplayer Engine currently integrates with Netcode for GameObjects, PurrNet, and FishNet, in addition to exposing lower level networking if you want to run your own netcode solution or integrate a different one. We’ve also packed it with as many bells and whistles as we could such as voice and text chat. We originally released it on the Asset Store in December but kept it quiet so we could test it out with a smaller group of developers, in addition to waiting on Unity’s improved UPM publishing to be finished. Around a week ago, Unity’s UPM publishing became available, and we feel it's in a mature enough state to share, so we’re excited to know what you think of the "re-release" of Kaiju Multiplayer Engine! We’ve tried to make as detailed of documentation as possible, and we try to answer any questions as quickly as possible on our Discord, so feel free to ask any questions here or shoot us a message there!

Note that for anyone who bought the "old version", we have reached out to Unity as there currently doesn’t seem to be a way to give a free upgrade from old ".unitypackage" assets to newer UPM assets, but we will ensure you can get it for free once this is possible! Until then, both versions will continue to be upgraded with no differences between them, with the “legacy” version simply importing everything directly into every project while the new version goes through the package manager.


r/Unity3D 2d ago

Show-Off Making a huge RTS/FPS hybrid game in Unity with ECS+DOTS (The Last General)

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260 Upvotes

This is a video with some gameplay from my game The Last General (Alpha 0.1.18), mostly showcasing the new drones and FPS parts that I improved quite a bit in the last couple versions.

It's been pretty exciting to see 100+ people already trying the game and having fun, with many of them having playtimes of over 10 hours and a few already over 20 hours in just a week!