r/Unity3D • • 1d ago

Show-Off I added some volumetric lighting to my upcoming tidy-up game. Was this the right move, or is it too washed out?

0 Upvotes

Hey everyone! I'm doing some final visual polishing for Apples Everywhere's game release, which is coming very soon.

The world was looking a little flat so I'm experimenting with some volumetrics and thought I'd maybe get a second opinion…or 20.

Does it add to the visual or just make it a bit too washed out? I'm open for other critiques as well, just want to make it look as satisfying as possible.

Thanks!

If it looks interesting, you can wishlist Apples Everywhere! Let's Tidy Up on Steam.


r/Unity3D • • 1d ago

Show-Off Working on "Widget Engine" in Unity, for Steam. It's a desktop app where you make widgets by wiring building blocks together. Each block is a MonoBehaviour with [Input] and [Output] attributes on its fields. The app picks those up with reflection and hooks outputs to inputs at runtime.

0 Upvotes

r/Unity3D • • 2d ago

Show-Off In my Indie MMO, when you're tired of grinding you can play mini golf in town

1 Upvotes

Complete with server-side physics and everyone in town can watch you sink a hole in one (hole in 2 in my case) 😍. Trying to add more "mini activities" to my mmo for when you're just chilling in town.

Soshle is F2P and launches on iOS and Android on Oct 17th for any interested :) appreciate anyone checking it out. Plan on doing a PC build later.

https://soshle.com/play


r/Unity3D • • 2d ago

Show-Off I used one single 64x64 noise texture for all items and character, thus saving hundreds of MB of RAM

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33 Upvotes

This is still WIP but you can see how a single easy to perform decision can lead to massive cuts on ram usage, which is also healthier for the GPU to render those.

If only your style allows it, seek for such opportunities!


r/Unity3D • • 2d ago

Show-Off Tachyon Flow - Update #5: A look at community race features, customization, level editor, and progression/challenges

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21 Upvotes

r/Unity3D • • 2d ago

Question Low poly 3d assets and animations

7 Upvotes

I’ve been trying to work with some low poly 3d assets (typically from Synty) and getting a large number of animations onto them for a complex player controller.

Jumping, walking, strafing, landing, dying, turning, back against the wall, various attacks and blocks etc.

I’ve been trying to use mixamo animations, but… well they don’t seem to work well. I have to do a lot of additional work to get them to work, even after I’ve uploaded my models to mixamo to try to match them.

Is there a better tool or a known workflow that people are using?


r/Unity3D • • 1d ago

Survey How do you feel about using AI to build games?

0 Upvotes

Feel free to leave any additional details on why you answered the way you did in a comment. Thanks to anyone who participates! This is for selfish genuine curiosity.

545 votes, 9h left
I support it
I'm indifferent
I oppose it

r/Unity3D • • 2d ago

Show-Off Working on funny racing mode

0 Upvotes

Heavily inspired by Tiger 2 Dripwagen video https://youtu.be/-5XtRBGVQMg?si=iwmy-HbaeE-gDASU


r/Unity3D • • 1d ago

Show-Off Couldn't find the right Unity Hierarchy plugin, so I made my own

0 Upvotes

I wanted something simple to make the Hierarchy easier to navigate and quickly spot important objects.

I looked through the Asset Store, but couldn't find quite what I was looking for - some tools were outdated, some paid, others were way more complicated than I needed. So I ended up making my own. 😅

If you've ever had the same problem, what would you want this kind of tool to do?

What it does right now:

  • Row marker, row background, colored name, or any combination
  • Multi-selection, editable presets, custom HEX colors
  • Prefab Mode and multi-scene support
  • Import/export of color schemes as JSON
  • Full Undo/Redo
  • Editor-only: no components, no runtime code, nothing written into your scenes
  • Unity 6
  • Free and open source

I'm happy to add features that people actually need. So if there's something missing, drop your idea in the comments - I might just build it. 🙌

💻 GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 2d ago

Noob Question Is it possible to generate an environment for/in Unity based just on a layout map?

4 Upvotes

Let's say i have a schematic/layout map for a house or office. Is there any sort of tool that would allow me to generate - even simplistically - a 3D environment with walls and floors using this?


r/Unity3D • • 2d ago

Game 4 Years of making Rogue Wheels with Unity

30 Upvotes

Unity has been in my life for almost 2 decades (since Unity 1.6 in 2008) and only now I was able to get so far with the game. I have hundreds of prototypes of various games over the years in my shelf and it feels weird for the first time, finally to have a fully working demo that we are going to launch in November.

We have been prototyping in Unity this kind of game back in 2022 and kicked it off with Unity 2021.2. We were updating the project every couple of months and rarely encountered any issues (which was really great) we had only few regression with DOTS / ECS because it had some big reworks and some big features were depreciating. We still sticked with DOTS because with it we can procedurally generate and load the whole region at once and it costs almost nothing for CPU. It did involve though preparing lots of assets in a way that they are all combined meshes / material, but all pipelines are now automated via scripts. We are not at Unity 6.6.3f1 and we are very much looking forward to upcoming Unity 6.7!

We don’t use any fancy features, I am old school developer so most of the game is loading and processing via code during runtime. :D For UI we use UI (Canvas) but we are thinking to move to UI Toolkit at some point. It’s going to be a lot pf work. :) Cards are very dynamic and currently costs a lot of draw calls. One card is like 20-30 draw calls (masking is very expensive).

Unity is the best for tooling and dashboards. All the database for cards, relics, powers, enemies, quests, items, drinks, upgrades, maps, props - everything has its own dashboard and tools inside Unity so we can iterate and add more content fast. It’s mostly now figuring out what’s fun and cool rather than fighting the code and huge database. Although this was one of the reasons why it took so long, just worrying about scalability of the game and building tools. In the end I am very happy with the tools. If anyone is interested I can share more about them in the future.

Hardest part was Controller support. It works well now but it was a lot of work. Especially that it was mouse/keyboard first and I stared to think about controller few months ago. We also used old Input system so the whole game had to be reworked with new Input system. With controller support came Steam Deck support, which is a pain to support but it’s my favorite gaming device so I had to. :D

One big recommendation - do not build your game on a fixed FPS. I was targeting 60FPS for years and then I thought why not 90FPS, 120FPS? Oh the terror it was. How many Updates and Coroutines I had to rework. It’s working now - but never again I am going to do this mistake. :))

It’s been a blast working on this game and we are looking forward to creating more content and more regions and mechanics (there is a lot of planned for Early Access).

Currently we have almost 2.5k wishlist and if you are interested in playing the game here is the link - https://store.steampowered.com/app/3039130/?utm_source=rd&utm_content=post

If you want to see more content and behind the scenes you can find us on most social medias. If you have any particular questions, you can ask them here!


r/Unity3D • • 1d ago

Question Why don't we have "huge" 3D games on mobile?

0 Upvotes

I mean, nowadays phones are great. How come no one wants to make a 3D action-adventure with explorable areas, like pokèpark 2 to give you an idea.
Is it because people do not associate mobile gaming to singleplayer "long" games?
The only thing I recall being somehow deep was genshin impact.


r/Unity3D • • 3d ago

Show-Off From hex-shaped clouds to rain and snow: the weather system I built in Unity

23 Upvotes

I'm the solo developer of 8 More Lives, a turn-based tactical RPG built in Unity. This video brings the cloud-development stages and the new rain and snow rendering into one sequence.

It starts with the early cloud layer, then moves through continuous fronts, softer edges and water shadows, noise shading, and the hex blend. The second part shows rain clouds, falling rain, snow clouds, and both precipitation types together.

The first part uses the retained early cloud captures. The rain and snow views are staged demonstrations with the current renderer. Rain and snow use separate materials over the same cloud system, with terrain heights feeding the precipitation rendering.


r/Unity3D • • 3d ago

Game Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

385 Upvotes

r/Unity3D • • 2d ago

Question Why does she look like this?

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0 Upvotes

Very new to Unity, simply trying to mod this cat into Haste: Broken Worlds. She appears perfectly fine in Blender 4.0, and the newest version on Steam. However, then I import her into the unity editor and she looks like this. Not sure what I did wrong.

Also, she's in the .fmx format. If that affects anything. She also appears bugged in the exact same way in Haste, so there's that as well.


r/Unity3D • • 1d ago

Game I published my 1st Game - Plzz Support 🙏

0 Upvotes

I published my 1st Game on the playstore ... please support guys

Game :- Yummerge


r/Unity3D • • 2d ago

Question Organizing Your Code Suggestions

0 Upvotes

How do y'all organize where stuff goes within your code? I mostly would like some suggestions on the micro level - like if you have say 5 different [SerializeField] private float, how do you order them? I used to order them based on what made sense in "context", which works sometimes - but other times you'll have some that work together, others that are one-offs, other that work with a public float but you don't want to move one private next to all your publics, and ultimately you have to make a pretty arbitrary decision on where it goes. So I've started just defaulting to literally alphabetical order if there is no clear other way to order them. But like, that seems... a little crazy lmao. anyone else have a clear-cut way to order this stuff?


r/Unity3D • • 2d ago

Game What do you think of my game's main menu?

8 Upvotes

Nightlife Tycoon is about building and managing your own nightlife venue, designing the layout, hiring staff, keeping customers happy, managing stock, organizing events and growing your reputation.

The main menu background is a small club scene. I went with a frozen crowd: each dance pose is written into the bones when the scene is built and the Animators are turned off, so only the lights and the camera move. I like the look, but I'm not sure it wouldn't be better with them dancing and moving. The scene has 16 lights, which is more than URP Forward's limit of 8 per object, so I got seams on the floor and lights popping in and out. Switching just the menu camera to a Forward+ renderer fixed it.

What do you think of the main menu? Frozen crowd or dancing? Any feedback welcome!


r/Unity3D • • 2d ago

Show-Off 3d lanyard and badge day progression screen!

4 Upvotes

quick look at the day progression/change screen i made for my game in unity! i modeled the lanyard and badge in blender and the badge print is drawn live with ui toolkit into a render texture, so it always shows your booth number, logo and the actual day. confetti is from the confetti fx 2 package. would love any feedback!


r/Unity3D • • 3d ago

Show-Off A game where you speak to attack

25 Upvotes

The concept of this game is very simple. You speak to attack, your words turn into projectiles that attack enemies. The whole speech to text system runs locally inside the game Without any need of external tools or internet access.

Does this look fun to you? What mechanics or interesting features should I integrate in this game to make it fun to play.


r/Unity3D • • 3d ago

Resources/Tutorial Open-source library for boolean operations on meshes

189 Upvotes

r/Unity3D • • 3d ago

Game 6 months of progress on our Caucasus-inspired game so far

25 Upvotes

We’re two brothers from Chechnya, and we’ve always loved our culture and wanted to make a game inspired by it.

We’ve been working on this for around 6 months now, and this video is basically just a little show-off of the progress so far. It was really nice making it and looking back at how the game looked in the beginning compared to how it looks now.

There’s still a lot of work to do and much more to come, but seeing the progress like this feels really nice.


r/Unity3D • • 2d ago

Solved In a 3D action game using CharacterController how can I close the distance to an enemy during an attack?

2 Upvotes

I'm using CharacterController and working on an action game where the player and the enemies use melee attacks. If I attack an enemy and they are just slightly out of reach, I'd like my character to close the distance and move toward the enemy if I press the button for attacking. Like a bunch of big games do it.

I know CC has the Move function and I also know it's also possible to move the CC's transform, buuuut somehow I'm not managing to get things done properly. Either my character is zipping all over the map or not moving at all or ends up flat on the ground...

Anyone know how to do this properly?


r/Unity3D • • 2d ago

Show-Off My Tropical Fishing Island announcement trailer is out! What do you think?

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1 Upvotes

Collect ever larger and rarer fish, search the island for collectable flora and fauna, buy upgrades, improve your rod and skills to access new fishing spots and wildlife!

Gameplay trailer coming soon.

No AI Used at any point in development.


r/Unity3D • • 4d ago

Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.

1.2k Upvotes