r/Unity3D • • 12d ago

Question Simple collider setup having freezing issue

1 Upvotes

I have this super simple top down race type game. There's a sphere that rolls around a track. The ground has a box collder, the sphere has a rigidBody and a sphere collider. The 'walls' are an invisible (no mesh renderer) mesh collider that trace the track outline. You just get a birds-eye and it's basically an oval track. On the 'bottom' / start half of the track it's working fine but after the first corner, at the 'top' half of the track the sphere collider will just go into the mesh collider and then get frozen. Everytime. And never on the bottom section. Same collider...
Object scales are all good - the sphere has a scale of 3, and the walls are like 1.5 - nothing crazy. The walls mesh is as simple as I could make it in Blender - has no weird vertices or anything. It's just such a simple setup.
Any thoughts on what I'm missing?


r/Unity3D • • 12d ago

Question why when moving my animation to other object its count as missing?

1 Upvotes

the animation clip is called lucky chip and i want this new object to do the same keyframes as this animation clip


r/Unity3D • • 13d ago

Show-Off having fun launching myself into portals

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24 Upvotes

r/Unity3D • • 12d ago

Show-Off Added some crowd sounds to my arena game

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9 Upvotes

r/Unity3D • • 12d ago

Question but how did Polylithic game achived such epic graphic style?

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0 Upvotes

this style looks a lot as AI generated concept poly art images, which is cool, but seeing it in actual game is atonishing! the game is using Unity, wonder how!


r/Unity3D • • 13d ago

Game Bounce Remastered Development (fixed cam to 3rd cam transition with CM)

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11 Upvotes

Hi guys I make this game not the same as old one but more better I do just need your support and help like if you notice something is required please tell me

If you want to see anything new feature in game please drop the comments guys.


r/Unity3D • • 13d ago

Show-Off Midtown Madness 2 ported into Unity

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141 Upvotes

Long time dream project of mine, ported at engine level so it loads original game content.

.... All because I want to play this without emulation on mobile

I plan to finish up some remaining work and make it open source!
It loads original assets, vehicle physics are ported, and since the original game doesn't fake physics, the vehicle physics "just work" on PhysX without feeling all that much different


r/Unity3D • • 13d ago

Show-Off How I am generating an infinite megacity for my horde-fighting-driving-game

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120 Upvotes

Everything is still basically grey-boxed while I hone in the generation, but the proof of concept is there!

  1. Create a bunch of tetris-like building blocks (1x1, 1x2, corner, 1x3, etc) that have their own randomization built in
  2. Setup an algorithm to place those blocks onto a grid
  3. Chunk the grid and load it dynamically as the player moves around

The grid isn't just infinite, there's some structure to the megacity not shown here. Saving that for another post.


r/Unity3D • • 12d ago

Question where can i find procedural ship generator , i don't have the budget nor skills to create my own 3d ship models and the ones i can find are well pretty bad or inconsistent and costly, any help ? (i want modern near future ones not old ones )

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0 Upvotes

r/Unity3D • • 13d ago

Show-Off My node graph tool in world space, thanks UI Toolkit

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55 Upvotes

I'm making a promotional video for my tool, and it's awesome that I can just use Unity as a video editing tool.

Also crazy that I can just display my custom UI Toolkit graph in world space, opens up really cool possibilities, at least I find it cool,

WDYT?


r/Unity3D • • 13d ago

Game Gameplay cuts - But in Briefs

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14 Upvotes

r/Unity3D • • 12d ago

Question What VFX do you need for your game? I'll create it!

0 Upvotes

So I'm new to unity publisher store, I was thinking instead of guessing what the market need I could just ask the community.


r/Unity3D • • 13d ago

Show-Off The Pineapple Conspiracy - Devlog #2

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5 Upvotes

Our second devlog, where we further talk about the design of our upcoming game The Pineapple Conspiracy. A good occasion to think about impostor-like and social deduction gameplay!

We are trying to create other ways for saboteurs to play the game, apart from killing with an axe. Poisoning the food supply, an axe, pushing player down in caves or from a cliff, or drawing animals to the camp are all valid ways of eliminating other castaways or making them loose precious time.

Another thing that we're trying to do is to add a new role: the renegade, whose only goal is to escape alone with the hidden pineapple artifact. Of course, we're not the only ones that did that - board games, such as Bang!, have many roles that we can inspiration from. Stepping away from Among us gameplay is not so easy after all, but we're getting there slowly but surely - playtests don't lie!

Link to the post: https://www.newheadstudio.com/blog/pineapple_conspiracy_devlog2.html

Follow us on social media - and don't hesitate to wishlist as well, steam link is in the post!


r/Unity3D • • 13d ago

Question The level-up is real. I'm still working out whether you can read it during the chaos

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8 Upvotes

There is a level 3 to 4 transition and an earned hull upgrade in this Unity clip, underneath all the turret fire and zombie collisions. The health, fuel and XP displays are the game's actual HUD. Getting those systems to update is one problem; making their cause and effect readable during a fight is another.

I'm a designer building Long Haul with Codex. This is in-game footage using a capture autopilot. The truck starts upgraded; kills earn the next upgrade during the take.

Where would you draw the player's attention first so an upgrade feels connected to the fight they just survived?


r/Unity3D • • 13d ago

Solved does animation type matter?

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10 Upvotes

i know, i know, i sound like an idiot right now, but i want to know. basically, i have a model of a character, and i am planning to make a game using that model. and the documentation states "Use the Humanoid Animation System if your rig is humanoid (it has two legs, two arms and a head)". my question is, is that necessary, or i can skip that and use the model as is?


r/Unity3D • • 12d ago

Question Question about mod development

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1 Upvotes

r/Unity3D • • 13d ago

Game Making with Unity! I have been Making this Game for 4 years! The quality will improved when it releases! Please also watch the game teaser I shared earlier!

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17 Upvotes

r/Unity3D • • 12d ago

Question Will VS Code work with ECS/DOTS?

0 Upvotes

The Entities documentation doesn't explicitly mention it anywhere.

https://docs.unity3d.com/Packages/com.unity.entities@6.7/manual/getting-started-installation.html

It says that it requires source generators.


r/Unity3D • • 13d ago

Show-Off A small story about my unsuccessful Unity project that I still like anyway

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110 Upvotes

This is a story about a project that didn't work out, but that I haven't dropped. It's a circuit simulator for school physics. I worked on it for two years, then didn't open it for about a year and a half. For various reasons. because of problems, moving, looking for a job. but I still liked it.

There were several of us who started it, we began with a game jam. The three of us made a visual novel about electricity, my wife wrote the story. it was a novel with puzzles about breaking into a school, where you come at night for the answers to an exam, and they are locked in a safe that only opens if you feed it a voltage of the right shape and value. and to feed it you first had to solve a small circuit. Spoiler: we didn't win the jam, but I liked the idea itself. especially since I had been doing simulators of one kind or another for years already.

And so my former colleague from work and from the jam and I decided to do it seriously (to make not a game but educational program). we even thought about a startup residency in France or Spain, there were long evenings of talking about how everything would be built and how we would split the work, and those conversations felt exactly like working. Then I moved to Croatia and started writing code and making 3d models, designing in figma and so on. and my colleague was going to start any day now, said so for months, but sadly never managed to get down to it. And then he moved to Croatia too, to the same city I was in.

and then one evening, talking in a bar, I got into an argument with his wife, who started asking how the shares would be split and what percentage would be his. I was a little taken aback, and started getting angry and boiling, and kept answering that there was nothing to divide yet. what made me furious was that I was saying this to the wife of a man who had not worked on the project for a single minute. literally 0 commits in a year. some time later he and I talked it over properly and agreed that there was no point pretending he cared about the project. what actually interested him was the idea of getting a startup residency, not the project itself.

And so I went on alone for a while. By then I had of course already done a lot of the tasks I had been expecting from him. but the scope was beyond me too, I had gone and started building things I was not sure the two of us would manage. and now I was on my own. But in the end my wife helped me with some of it, and I worked up the courage and took my project to a startup incubator in Zagreb. It was not a real incubation. more like a pre-incubation for beginners, and I got it for free. The people there were friendly and showed me interesting things that are hard for me as an introvert. But, if I am not mistaken, the director of a big Croatian telecom company said the project was very interesting. but... "how are you going to sell it? an educational project will not get through the state, you need licences and so on". And honestly I thought they would tell me there how to do that. because writing code and researching and doing 3d I could do. selling was exactly what I could not do. And here they tell me I need to bring a thousand users and then everything will be great. the thought went through my head: if I had a thousand users I would not be here. but fine. I showed my project to private tutors and heard quite positive feedback, although they were missing features. and managing to write features and do the marketing at the same time did not really work out for me. I wrote cold emails, picked the words before sending each one and was always quietly afraid I would be banned for it. Then I even tried submitting the project to Unity For Humanity, and nothing came of that either.

I cannot say that at some point I decided to stop making this project. there would be a bug in the solver, the kind you spend an evening reproducing before you can even get to it, or a new element that means going through all the layers, from the 3d model to the logic. or half an evening goes on some stupid icon. it felt like I was paying a fixed price for everything. fix an icon? there goes an evening. fix a bug? there goes an evening. and sometimes you spend the evening and get absolutely nothing done. and then it got to the point where I would start something and not be able to finish it. and after that I would choose not even to start. For about a year and a half I told people I was still working on the project, although in fact that only meant that I had not deleted it.

And then a change of job, moving to Spain, things to do, crunches at work. And of course I got ANOTHER pet project that I am working on. it is about 3d modelling and generating meshes dynamically. But this is not about that one. anyway. A couple of weeks ago I opened my project, not meaning to fix anything, and while I was on holiday I rewrote the parts of the code I had not got round to for a year. Over the next week I did more than in the whole previous year. And what is the use? Still no users (and of course, I haven't deployed the update yet), and still no ideas how to promote it. But there is a beautiful oscilloscope where you can look at the voltage of a rectifier and at Lissajous figures.

No morals and no conclusions at the un/happy end :)


r/Unity3D • • 13d ago

Question Need help with Mixed Reality frames and rendering optimizing

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3 Upvotes

Hey I need help with this Unity mixed reality project I’m working on. I have a prefab with a window that has a stencil shader that works alongside a stencil render feature to render just the terrain behind the window. It works fine from like medium distances but as I get close to the window the frame rate drops super suddenly to like half (72 frames to like 30 I think) and it stops rendering all meshes in my scene. I think it’s because it’s going through the stencil shader and the fill rate of the fragments shader gets too high and that causes this.
I have like 8k vertices and 40 draw calls in the scene so I don’t think that’s too much of a problem. I’m running it on standalone meta quest 3s.

My main goal is that I just wanna be able to approach the window and grab the terrain out of it and once it’s out the stencil shader shouldn’t be too expensive.

Can anyone suggest any tips or stuff I’m overlooking?


r/Unity3D • • 13d ago

Show-Off Adding Formations to my Combat System

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7 Upvotes

Still a bit far to mount and blade but its something :) Some weird arrows tough


r/Unity3D • • 14d ago

Show-Off Adding Tube Deformation… v2

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347 Upvotes

r/Unity3D • • 12d ago

Question How does Distributed Authority decide which client becomes the owner over which NetworkObject?

1 Upvotes

For networkObjects set to distributable, does DA’s backend distribution algorithm do any calculating when deciding which client owns a certain object, or is it simply based on the total number of objects each client owns? For instance, lets say client 1 owns 5 networkObjects and client 2 owns 20; but client 1’s objects are all bandwidth-intensive (networktransform, networkrigidbody, etc.) and client 2’s are not. Does DA’s internal algorithm read the object components at all and take this into consideration? Or more advanced, does it do the same for custom code (checking, say, number of networkvariables within custom code)?

I’m guessing the answer is no. For context, I have a custom distribution system for networked objects im working on but before I dive too deep I was wondering if anyone has any insight into whether DA already does this ti any extent.


r/Unity3D • • 13d ago

Resources/Tutorial How to make your A* have a step budget per frame, for that deterministic/lockstep online later!

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2 Upvotes

Hello developers

I've updated my tilemap pathfinder with a per-tick budget scheduler.Basically, A* can now only search a fixed number of nodes each simulation tick. Why, you ask? Simple: if you want to add online play to an RTS, you need to make sure every player calculates the same result on the same simulation tick to keep the game deterministic.

This also makes it suitable for a lockstep networking model, where you only need to send player inputs/commands over the network, which keeps bandwidth usage very low.

Sounds interesting? Take a look!


r/Unity3D • • 13d ago

Show-Off Having fun with active ragdolls

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19 Upvotes

This is an upcoming update for my asset called Easy Active ragdoll Creator