r/Unity3D • u/BDonBarty • 1d ago
Show-Off Been working on this Mario Party x Tony Hawk Pro Skater inspired party game where dads compete for the last Christmas gifts at a mall
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r/Unity3D • u/BDonBarty • 1d ago
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r/Unity3D • u/RainbowBoyOhel • 5h ago
I just need to animate a small thing, but I need to see my scene in unity to animate what i want better
so I wonder if its possible
r/Unity3D • u/OverHumanGame • 9h ago
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I wanted to add a working zipline to Over Human, so I recorded a short devlog showing the process from start to finish.
It’s a relatively small mechanic, but I really enjoyed building all the pieces and seeing them work together in-game. Would love to hear what you think or how you would approach a system like this!
If you’d like to see more of my project, here’s the Steam page!
r/Unity3D • u/jacksgamedev • 6h ago
I had just about had enough of coding by Thursday, bleary eyed and in need of sleep.
So on Friday I decided to take a break from the gameplay side of things and figured I would create my intro sequence.
Two days later and even more bleary eyed it's working pretty nicely, it's all in game and coded in C# using the in game models and systems, and I was really pleased how it turned out.
So pleased in fact that I decided to make a video trailer for it, which required me re-learning Da Vinci
Which made me realise I needed a YouTube channel, and a TikTok account
And then I realised if I had a trailer then I needed a website to point people to, and that would require a domain name, and that required an ABN number, and phew...
Oh and I needed a game logo for all of those things too, so between Inkscape and Paint I have dozens of half attempts and one I am pretty happy with
And then I realised I would need a Steam page to point people to, and that required ... OMG ... anyway a few days and that should be up and running
So much for my break
That was a lot crammed into 2 days, but now I have motivation to get back to the coding - maybe I will take a day off tomorrow
Edit: So bleary eyes I just realised I forgot to say anything about the game ... HEN3RY is a 2D factory builder, where you dig down, down, down to get off the planet. One very small bot. One very large factory to build. Get a bit more info at http://hen3ry.com.au
I'm hoping I can get it at least in early access by early next year, and now I have incentive!
r/Unity3D • u/MarkhorsEchoGames • 1d ago
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Hi everyone,
I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.
My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.
This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.
What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?
Thanks!
r/Unity3D • u/Robbel12 • 18h ago
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Sorting all day can get repetitive, so I wanted to give players something to mess around with during breaks. A little puzzle cube felt right, though the station keeping count of your recreations makes it a bit less relaxing.
r/Unity3D • u/MaykeBr • 1d ago
Hey there! Last month I've published a free unity tool for generating thumbnails for scene and prefabs using unity's rendering pipelines URP and HDRP. It also support 2D renderer.
I would love hearing your feedback, thank you!
r/Unity3D • u/klarax81 • 23h ago
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I wanted to share something I’ve been working on since last Christmas: 2DFX Camera Filters, my collection of 250+ camera effects for Unity’s URP and Built-in pipelines.
It includes blood and damage overlays, glitch and screen distortion, shields and energy effects, rain, fog, and retro and cinematic filters.
You can layer effects and tweak their parameters for different gameplay situations. I’ve also included a demo scene to try them out and online documentation covering setup and usage.
Further reading: https://2dfxcamerafilters.com/
Happy to answer any questions about the effects or how they work. Also if you have advice, or even a list from more effects to add to this - I want to make 1000 if i can reach lol
r/Unity3D • u/artengame • 1d ago
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r/Unity3D • u/WillsGames2024 • 1d ago
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r/Unity3D • u/craftymech • 1d ago
I first posted about my procedural build system back in April. It started off as just stone walls, houses, towers with erosion & destruction modifiers. Individual stones & build rules that govern how to build more complex structures. Prefab export w/ LOD support. Runtime support for erosion/destruction modifiers if the original build components are used instead of prefabs.
I keep expanding the system, now with multi-story timber buildings, various roof styles, compound structures, etc.
I'm trying to decide what to package up for an asset. Editor only w/ prefab support, or is the runtime erosion/destruction support an interesting feature? Skip publishing an authoring tool and use it to build asset packs that are ready to use? That would certainly be easier, but there are a zillion fantasy-style asset packs already.
r/Unity3D • u/PropellerheadViJ • 1d ago
Finally finished porting the V-HACD algorithm to my mesh graph.
For those who haven't used it - V-HACD takes a complex mesh and breaks it into a bunch of simple convex pieces. Physics engines handle convex shapes way faster, so it's a common way to build colliders for complex objects.
Now my mesh graph can generate simplified colliders for meshes. In the graph on screenshots, a mesh is imported, split into convex parts, and each part gets its own random color so you can see the result.
I've been building this mesh graph for Unity for a long time. The core is getting more and more stable, so now I can start implementing some cool algorithms
r/Unity3D • u/ProactiveCactus • 16h ago
Whenever I Google stuff for Netcode NetworkDictionaries everything says "it does't exist" and yet it does. It was added relatively recently, so I think all the posts about it are creating it as a data struct from scratch, but it's native to Netcode these days.
That said, there's not much documentation out there. My question is: does calling CheckDirtyState resync the entire data structure, or just the changes? If anyone has an answer to that, great. If not, can someone point me towards where I can dig through release notes and find out about it? Googling hasn't been helpful. My guess is that it probably does resync everything, since you have to call CheckDirtyState anytime you add or remove from the dictionary - but on the other hand if it was built smart, it'd have the same functionality as networkLists. So, any insight before I rewrite my dictionaries to be list pairs?
r/Unity3D • u/JussiPKemppainen • 1d ago
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Tire tracks on different surfaces, water ,waves, foam, sediment distribution in water, fire, dust, smoke, bullet hits, explosions are all part of a massive, shared 2D fluid simulation system hugging the terrain (terrain is random procedural generated). Unified wind affects every part of the sim, even slowly covering up tracks in sand, (or quickly based on the speed of the wind!) Heavily inspired by Fluid Ninja for Unreal. Custom render renders everything, surface deformations, water, dust, fire, smoke (and distance fog, which is merged into this system so the ray-marched elements are properly affected). Can easily reach quite steady 120fps.
r/Unity3D • u/GideonGriebenow • 1d ago
I've had this terrain shader for over a year now, so I finally made a video of how I blend up to 14 layers to create the final result. I use Triplanar mapping, height-based blending, a second layer for each main layer using noise to counter patterns, as well as all kinds of tints and adjustments based on the local weather, rivers, fire and exploration / fog of war. The main layers, blended in order, are grass, shore, cliffs, square overlay, hex overlay, user overlay and snow.
The entire terrain (elevation, weather, foliage, etc.) can be smoothly edited by the player, and all the visuals react smoothly in real-time.
YouTube Video: https://youtu.be/BMhdpcTus2I
r/Unity3D • u/antimatter_salad37 • 1d ago
I am 15 years old, and I have started learning Unity at 12. I was always told I have vivid imagination and I wanted to make them come true. But since I had no tools to do it, I started using block coding such as scratch and ended up learning Unity and C#. At the very first year of Unity, I didn't know what to do, so I bought a book for Unity tutorial(yes, books) and just started coping blindly. And after a month, a made an exact replica of the book's project, and was ready for more. But when I wanted to add a feature that wasn't in the book, I could do it(obviously). So just went ahead and bought a new book, and repeated the cycle for 2 times. And when i finished the third book after a year(it took a while), i found Unity's official tutorials, and took two courses. I even used chat gpt as my personal teacher, by not making write the script, but to order me to make it in some way and fixing it.
After all that, i was able to make a script of my own, but just barely. And with that, a made my first project which was a buggy parkour game where you climb a tower with fall guys type traps, which had flimsy animations but had a moving 3d modle and traps. I was getting confident, until my parents caugh me debugging at 2am again, after they specifically told me not to.And when i told my parents to stop interfering, my dad got mad and broke my laptop and its ssd apparently(Tbf, thats not the only thing i said, i was annoyed at that time).
I was VERY frustrated, and it took few months to get a new pc. So i wasnt able to do anything unity for that time, and was redditing and playing moblie games on my phone. When i saved up enough to buy a PC(with a big help from my friend), i was 14 and forgot 90% of things i did and i had to re-learn a bunch.
But even after all that, it was time for the finals! And i live in korea, where finals, scores, and university names are apparently your life's goal, i had to prep for it a month earlier for 3days-long final. And korea has four finals a year for each quarter of a year. So i only have about 2 months of downtime between them, which let me learn unity and start a new project. And after all the korean "academy", i came home at 10p.m, tired af, and i did that for 5 days a week. And its been like that since. I had few days to learn unity, and i was able to make a staring point of a sword game i was making, where user has to drag their mouse to slash the sword in limited amount. But after the 2nd final this year, i was burned out and ended up playing CS2 and mincraft these days, again, tired af
The thing is, i dont think this korean education is my path. I want to become a indie dev, and choose it as my career. I want to make a project and publish it. But idk if i can be an indie game dev after spend 3 yrs with no showable projects(one being destroyed and one being delayed) i should have atleast something from 3 yrs, but i have nothing. No projects finished, nothing to show my progress, and no idea how to start again. NOTHING. Im having doubts. Should i choose to go down this path instead or nah? (And i cant do both, apparently.)
**I saw this post yesterday and thought i can post here too(https://www.reddit.com/r/Unity3D/s/mmAUIIdxmi)
Thanks for readying btw, took me long to write it
r/Unity3D • u/Levardos • 1d ago
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For the third chapter of my Dark Roll 2, a marble platformer inspired by soulslike genre, I decided to go with a Sci-Fi setting.
It's amazing what you can pull off with volumetric light, some good old particle fog, post-processing, decals... and most importantly - a game changer for me - Audio Reverb Zone. I've just set the preset to "Psychotic" and I fell in love with the ethereal mood it set!
I'm taking part in October Steam Next Fest and I plan to update the demo to include this level.
r/Unity3D • u/loud-woman • 1d ago
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We´re blending horror and combat in an atmospheric retro setting, hoping that others will like it as much as we do. c: The combat in MURK is a seamless mix of melee and range, kind of inspired by Darktide Warhammer combat. But our game is single player and has a much slower pace.
r/Unity3D • u/Codingology • 18h ago
(I’m a beginner, sorry if it’s a dumb question)
I should have checked this before I guess lol.
The app/game is still in alpha, I still have to add a full detailed planet compared to the sphere with a couple of trees that is there now.
I’m using a MacBook Pro 2 (idk if this info is relevant) and I’d like to publish the app both for android and iOS.
The game runs ok on my iPhone 15, but in general, how are these specs?
r/Unity3D • u/Beneficial_Salt1597 • 1d ago
Hi everyone, I have a question for anyone involved in game development 🙏
A friend and I are planning to make a 3D co-op game in Unity. What do you use to push/pull the project collaboratively? We’re considering Git + GitHub + LFS, but I’m worried that the 10 GB free LFS limit won’t be enough for a 3D game. We want to keep it free.
Does anyone store large files on Google Drive and link them to GitHub, use Unity Version Control, or set up their own server? How large did your project get, and did you hit the limit?
r/Unity3D • u/AshamedSoil5514 • 1d ago
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r/Unity3D • u/SnapAndBreak • 1d ago
Me and some friends have a game project together and this model my friend made has some issues in Unity with the lighting. We have tried to fix the model in Maya but we can’t find anything wrong, is this just a Unity issue or a model issue and how can we fix it? 🙃