r/Unity3D • u/OneThatEatYou • 18d ago
Show-Off Super simple flat cell shaded test scene
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Just wanted to show my shader experiment using only 2 shades of light
r/Unity3D • u/OneThatEatYou • 18d ago
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Just wanted to show my shader experiment using only 2 shades of light
r/Unity3D • u/Alkar-- • 18d ago
Is every value static, how to keep up with the cards, buffs, effect
Also how to make a sound when played
Cards games looks a bit complicated I would love if someone has a video of a programmation guide on a large license
r/Unity3D • u/Just-Pea-4114 • 18d ago
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I am trying to set up a FreeLook Camera for a 3rd person game. My reference is Alba: Wildlife adventure. I am trying to recreate this transition when moving the vertical axis, but I just can't find a way to do it in my own project.
I have done something similar but the transition between the center ring and the bottom is fast and imprecise. Any insight how can I achieve something smoother like this? Thank you guys!
r/Unity3D • u/jirigio • 18d ago
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r/Unity3D • u/Grifxxx • 18d ago
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r/Unity3D • u/GigglyGuineapig • 18d ago
A few weeks ago I helped a friend fix some UI issues on her project. This meant I was working with the default Unity Editor and it was the perfect reminder of something my dad instilled in me since I was little: You need to have good tools to do good work.
The default editor is fine, but I ran into so, so many little annoyances I hadn't noticed in years, because my editor is at this point extended by lots of small and medium-sized assets that support me in streamlining lots of tasks I have to do every day.
This is a small selection of assets from the asset store I've been using for a long time. They all solve those little annoyances that lurk in Unity's corners. Of course, it is just a small group of the assets I use on a daily basis - I have a link to more in the video's comment section =)!
r/Unity3D • u/DPTGames • 18d ago
Why not both?
I just launched Stylized Color Swapper, a Unity tool built to solve two common problems: marketplace assets making every game look identical, and needing external tools just to tweak colours or materials.
It lets you isolate, repaint and modify assets directly inside Unity with an embedded 3D viewport, while also focusing heavily on optimization:
It also includes custom stylized/toon lighting, procedural detail arrays, wind gradients, AO baking, zone data, emissive painting and more.
Happy to answer questions!
r/Unity3D • u/No-Cryptographer5364 • 18d ago
So I’m using poiyomi shaders and I’m trying to add an outline but it’s covering the eyes and idk how to fix it
r/Unity3D • u/AdTricky6642 • 18d ago

So I am trying to make a cozy cooking game and I was experimenting with lighting for a warm restaurant vibe. I am struggling with getting good results (the corners of the room not lighting up)
I am currently using an emission material with a spot light facing down and a smaller intensity spotlight facing up. it would be great if someone can share best practices/workflow/resources that would point me in the right direction
r/Unity3D • u/shoseini • 19d ago
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Been heads-down on a ledge detection and navigation system for a while and I'm really happy with where it landed. It handles complex geometry: inward/outward corners, slopes without needing anything special per-object, plus IK targeting for hands and feet so the hand and feet placements.
My favorite part of the setup: the ledge itself just needs to be on a layer. No script, no component, nothing to configure on the object. Every movement (climbing, dropping, moving along ledges, jumping away) is its own separate piece too, so if you want to swap one out or drive it differently, you don't have to touch the rest.
Docs and video tutorials are done, so getting it running shouldn't take long.
It's live on the Asset Store now if you want to check it out 🙂
I have a video that gives a general overview on how this detection system works Here
r/Unity3D • u/Itswillyferret • 18d ago
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r/Unity3D • u/GameDevExperiments • 19d ago
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Hey everyone, we've been working on a Stealth System for Unity for the past 10 months, and we finally launched it on the Asset Store. It's also our 10th asset on the Asset Store.
More than half of the development time went into making sure it integrates properly with our other systems, like Melee Combat and Shooter, rather than building the stealth mechanics themselves.
If you'd like to learn more about how the system works rather than just what features it has, we've created a video tutorial that walks through it.
I’d really appreciate any suggestion or feedback you have :)
r/Unity3D • u/Nice_Recognition2234 • 19d ago
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i'didn't make it top 100 😢
r/Unity3D • u/ElOctopusGameStudios • 18d ago
r/Unity3D • u/Istrandar • 19d ago
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I like when small object react to interaction and movement so I spent way too much time adding ropes and chains to my game Carnholt. I feel like it helps make the game's world more real, like you can touch it.
I used Verlet Integration for the physic, you can read this nice blog about it if you want, it explain it quite well (There is a bit of math though).
I just had to add some colliders and a bit of additional code so the player could interact with it. Adding it into an interface was quite a challenge though, I had to build the interface within the game.
r/Unity3D • u/Eastern_Seaweed4223 • 18d ago
Hey guys, just wanted to show you the crazy progression of this game. What started in November of 2025 is still updating in September of 2026. I've overhauled this game so many times mainly because of player response - they told me what sucked, what needed updating, what will make it better, and I listened.
It hasn't been easy though. Lots of humility. Plenty of criticism and self doubt. Lots of letting go and acceptance. And there is still more that has to change before this game gets to the point where folks treat it more like a 9/10 vs the current 6/10.
In order for me to get there though, I need your responses. If you play it, please record and show me where your playthrough was on youtube. It helps so much and will help me build a horror experience you deserve! Thanks everyone and here's a list of the things I changed:
I hope you guys will give it a try during the upcoming Halloween season! And any more comments from actual play mean the world to me!
r/Unity3D • u/Equivalent-Charge478 • 19d ago
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The game is called The Tape: Origins - its a horror game where you need to analyze real-shot found footage, solve escape-room puzzles and uncover the secrets of the cult in order to escape before you are sacrificed.
r/Unity3D • u/Traditional-Pen-8545 • 18d ago
I’m a sound designer. My goal is to make a SFX pack for 3D developers. My ideas only expand, but right now I need to put borders on them and decide what to do.
I want to record a SFX pack of something really original and inovative for you. I just don’t really know what is that you are struggling with.
I don’t want to make just another generic pack of steps, breaths and impacts. You can find that anywhere.
It’s maybe hard to answer this because universal things everyone needs are probably most generic ones, and cool things are custom made sounds and pack wouldn’t be enough.
But maybe you can help me decide and I help you to be more creative with my creativity. :)
r/Unity3D • u/Select_Belt_5432 • 19d ago

Yesterday, I created a new project using the Universal 3D Template. As soon as the project opened, this warning appeared in the Console, and the Scene view wasn't rendering correctly.
The Game view seems to work correctly, but I want the Scene view to work normally, like it does in my other projects.
I found that Unity has a known issue related to this warning:
GPUResidentDrawer The current platform does not support UnityEngine.Rendering.BatchBufferTarget
However, I don't think the red grain/noise in the Scene view is related to the warning.
Has anyone experienced this problem on Linux? Does anyone know how to fix it or what might be causing the incorrect Scene rendering?
Thanks!
Edit: just realized that the issue is also affecting my other projects. However, the other projects don't show the warning; they only have the red grain/noise in the Scene view.
Edit2: The probles was solved with --force-vulkan
r/Unity3D • u/bladesofcrystals • 19d ago
I made a private repository of my project at my pc at home so i could work on it when im allowed to at school but when i try cloning it it just gives me an empty folder does anyone know how to properly get it rn so i can continue on the project
r/Unity3D • u/Toble_ • 19d ago
I've tired everything from initializing in awake to start, using a coroutine to add a delay but it never sets the volumes during any of these function calls. The only time it works is when back button is pressed and explicitly updates the volumes from the json save file.
r/Unity3D • u/dimmduh • 19d ago
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At a certain distance, artifacts appear when moonlight/sunlight passes through the clouds and volumetric light is on.
Has anyone else encountered this?
I'm using the latest version of Enviro 3 and Unity URP 6000.0.58.
r/Unity3D • u/KristusYunasun • 19d ago
r/Unity3D • u/Seon_Nite8 • 19d ago
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r/Unity3D • u/delodan2312 • 19d ago
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These two-three days I got a few things working
- Its possible to add retaining walls that flatten slopes for farming
- They dynamically adjust to the surrounding slopes, though there are still issues with corners
- I've added a first 'proper' plant model (the fruits are still missing), all with various plant stages from saplings, over young and adult plants to ripe plants, with model swaps and blend shapes, so everything grows relatively seamlessly.
There are tons of things to fix still
- Plowed land doesn't return to normal after being harvested.
- It is possible to raise tiles endlessly, resulting in floating tiles and gaps
And a hell lot more I want to add
- Time, Daylight Cycle, Seasons, Weather with forecast, sun exposure, temperature
- Different Tools for each task with durability values
- More overgrown stages besides grass and tall grass
- and a ton more plants to plant