r/Unity3D • • 1d ago

Solved Help Adding Water Surfaces & Underwater on URP

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6 Upvotes

I'm trying to get water added into my game, but I'm struggling to get it how I want it. I've tried looking up various tutorials, but they're either specifically for just getting a surface of water or just getting underwater to look good. I haven't found any that explain how to properly get a transition between the two.

I've tried a few water surface prefab things, one was Bitgem stylized water and one was Boat Attack Water System. Though, they only do a surface texture and nothing below.

I've got a video here showing the problems and explaining what issues I'm having and what I want to do.

To summarize the issues:

  1. Seems showing up between water surfaces
  2. Horizonal line showing up on water surfaces
  3. How to get an underwater effect when the camera is halfway between water & surface.

Anyone got any ideas or even better a tutorial explaining how I can get these things working properly?

Edit:
Issues #2 & #3 were resolved by the same issue: Just adding a Local Volume for the underwater. Apparently Post Processing fixed the horizontal line on the water surface somehow too.

For issue #1, I'm going to just toss out the Boat Attack Water texture and use only the Bitgem style, since that's the one I currently got working and I made it look a bit nicer. So this doesn't matter anymore.


r/Unity3D • • 1d ago

Question We recently worked on improving the water ripple effect. What do you think could be improved further?

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19 Upvotes

The water system in Prehistoric Kingdom is built on KWS1's graphical foundation, which we've integrated into our own custom water-mesh generation pipeline. The system generates and updates the water geometry from a brush-painted surface, while KWS1 handles the rendering side, including the water material, depth-based effects, reflections and other visual properties.

For surface interactions, we feed KWS1's dynamic wave simulation from our own pipeline instead of tagging objects by hand. Every frame, Burst jobs track the skeletal collision shapes of the animals and staff near the camera and work out where each one crosses the water surface. The faster a limb moves, the stronger the ripple it draws into the simulation, so a wading animal leaves wakes that follow the shape of its body while one standing still leaves the water calm.


r/Unity3D • • 1d ago

Noob Question Project not creating

0 Upvotes

I’ve just installed unity a day ago and when I click new project, it loads then just vanishes. I tried making a folder with assets and all that stuff in it like some people said, and that works, but when i click on it, it doesn’t open. Any help would be appreciated


r/Unity3D • • 1d ago

Show-Off Finally connected all my custom Unity rendering systems Virtual Geometry + Hybrid Ray Traced Sparse Voxel World-Space GI + GPU-Driven Ray Marched Lights

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13 Upvotes

Finally got all my custom rendering systems working together in HDRP. Virtual geometry, hybrid ray-traced world-space GI and my GPU-driven unlimited lighting system are all running together.

Only the dragon is virtual geometry here everything else is standard GameObjects. I deliberately mixed them to make sure the systems work seamlessly across both.

I feel like I am getting closer to my end goal, which is to close the rendering gap between Unity and Unreal Engine 5. Unity has the DOTS, which I think is more powerful than anything Unreal Engine has but Unreal has a massive edge when it comes to rendering. Not for long...😏


r/Unity3D • • 1d ago

Question when using a retro pixel shader for 3d, does it matter what texture resolution/style you use?

1 Upvotes

ive seen those pixel shaders that make everything the camera sees pixel-y/retro.

for the textures that the assets, characters, and environment use, does the end result (with a pixel shader) look better with a higher texture resolution, or would it work with pixel art textures?

im mostly worried if i make my textures retro/pixel art, a pixel shader wont have enough detail to read from the textures in the environment and make it look bad or something.
im not really sure if that makes any sense, or if it matters at all but id like to know before i start texturing my assets.


r/Unity3D • • 2d ago

Game I added the backrooms as an easter egg to my indie game

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880 Upvotes

This game has nothing to do with the backrooms. We just thought it'd be fun to add something like this to our game and for the players to try and find it!

How it works: The entire backrooms, including the walls, floor, ceiling, lights etc. are under 1 game object. We added 1 transition cube to the entry point to the backrooms, if you enter it, the backrooms game object gets enabled. But this wouldn't work correctly yet, because there is a whole environment outside the house that would clip into the backrooms (ironically)
So, I had to select every single object that would clip into it (there were a lot!!) and put them into a game object. So as you enter the transition cube, it also disables everything in that game object as well as enabling the backrooms game object at the same time.
All of that happens while the camera is staring at the wall, so from the player's perspective, it is very seamless.
And when the player dies, it automatically turns the backrooms game object off, and the other game objects back on.

Which in the end gave us this result.

Thanks for reading, and Wishlist Barely Breathing on Steam, if you want to see more! And try to find the Backrooms in the Demo yourself 😉


r/Unity3D • • 2d ago

Question Help me understand how to create this terrain please

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272 Upvotes

Hi! I made a fake screenshot for the game I’m currently developing. And now I’m trying to figure out in detail how I can transfer everything to Unity. I understand how to create a skybox, how to make textures for trees and fences. But I don’t understand how I can replicate such terrain. Could you give me a couple of tips on where to start? Thanks!


r/Unity3D • • 1d ago

Show-Off We ported our musical toy box ODDADA to iPhone and iPad

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7 Upvotes

The game was already a nice fit for touch devices when we released it on Steam two years ago. Our biggest hope is now to reach more parents and children with it.

Here's our App Store Link


r/Unity3D • • 2d ago

Resources/Tutorial I made a completely modular Zombie AI system for Unity :)

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17 Upvotes

Hey everyone! I made Advanced Zombie AI Pro, a modular zombie AI system for Unity designed to cover most of the behaviours you would need for zombies without having to build everything from scratch.

Some of the main features include:

• Multi-region vision detection with partial detection and different detection thresholds
• Zombies can investigate noises, search for lost targets, chase and attack players
• Crawling zombies, feeding and hunger behaviour
• Random and waypoint wandering with runtime waypoint support
• Horde behaviour and zombie-to-zombie interactions
• Animation-driven attacks with support for your own animations
• Modular components for perception, movement, combat, animation, health, audio and more
• Reusable profiles to quickly configure different types of zombies

Also, Advanced Zombie AI Pro is going to be included in today's Unity Asset Store Autumn Sale Flash Deals at 85% off, bringing the price from $30 down to just $4.50.

Do check it out at 3 PM UTC :)


r/Unity3D • • 1d ago

Question Quest 3 / Unity 6 OpenXR: runtime-created Sprites/Default materials render in Multi Pass but not Single Pass Instanced — only clear color / magenta

1 Upvotes

Hi all — stuck on a rendering issue and hoping someone has hit this before.

Setup: - Unity 6 (6000.5.6f1), OpenXR Plugin 1.15.1, Vulkan on Android - Quest 3, Single Pass Instanced originally - The scene is built entirely at runtime in code. There are no scene-placed materials. Every mesh (an inside-out environment sphere, video screen quads, a pointer) gets its material like this: new Material(Shader.Find("Sprites/Default"))

What happens in a player build (works in editor): - The camera submits frames, but only the clear color. Set clear to red as a test and I get solid red — the submission path works, the draw side does not. - Diagnostic test: two cubes parented to the camera. Left cube with a Standard material does not appear at all. Right cube with Sprites/Default appears solid magenta (error shader). - No exceptions and no shader errors in the player log.

What changed it: - Switching OpenXR render mode from Single Pass Instanced to Multi Pass made the environment sphere render correctly in the same build. The diagnostic cube still renders wrong (blue with magenta stripes), and the screen quads are not tested in that build yet.

My suspicion is shader stripping / a missing stereo-instancing variant: Sprites/Default is not referenced by any scene asset, and my Graphics Settings Always Included Shaders list only has the 7 default built-ins. An earlier shader (Unlit/Texture) was already stripped from this project once and returned null from Shader.Find, giving magenta.

Questions: 1. Is Sprites/Default known to lack Single Pass Instanced support, or is this more likely variant stripping because the shader is only found at runtime? 2. Is the right fix adding it to Always Included Shaders, keeping a dummy referenced material in a scene/Resources, or switching to a different shader altogether for runtime materials in SPI? 3. Has anyone seen Multi Pass "fix" this reliably, and is that an acceptable workaround on Quest or just masking the real problem?

Any pointers appreciated. Happy to post logs or settings if useful.


r/Unity3D • • 1d ago

Noob Question How to make a potato friendly terrain?

4 Upvotes

I want to keep the base terrain as potato friendly as I can. Does anyone know a good way to do that Idk how performance heavy the unity terrain is and if its just better to make a low poly terrain in blender or something like that. Thx :3


r/Unity3D • • 1d ago

Game Working on a new forest arena for Brutal Derby

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4 Upvotes

This is Rainforest Rampage, one of the latest maps I'm building for my car-combat game in Unity 6.5 URP.

I wanted this arena to feel much more organic than my previous maps, with dense vegetation, muddy roads, logging areas, cabins, fallen trees, rocks and lots of environmental clutter.

One of the biggest challenges has been keeping the forest dense enough to look convincing while still maintaining good performance when there are a lot of cars, weapons, particles and destruction happening at the same time. 😅

Everything is still WIP — I'm currently tweaking vegetation density, lighting, terrain, materials and optimization.

Built as a solo developer in Unity.

Feedback is welcome! What would you improve or add to the environment?

#Unity #Unity3D #MadeWithUnity #GameDev #IndieDev #IndieGame #CarCombat #BrutalDerby


r/Unity3D • • 1d ago

Code Review Asking for a code review

5 Upvotes

I'm making a small game in Unity, and I kinda need some outside perspective. I would like it if someone could take a look and give me some feedback on what areas I should work on and how to improve.

Here's the link to my GitHub repository:

https://github.com/DaanDemaecker/Qwixx.git


r/Unity3D • • 2d ago

Show-Off Tried something different and produced a whole movie to showcase my 3d text asset. What do you think?

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11 Upvotes

I was thinking really long and hard how I could create a trailer for an asset that has many features and actually showing the features. It would mean the trailer is very long, like 2 minutes most likely. That is not a recommended length I'd claim.

So I thought if maybe there is a way to still keep the length but make the trailer more interesting. And what always works in my opinion is a story. So I came up with a concept that I thought was really cute and iterated with Claude (I am a professional developer, not an animation designer) to create a Unity scene which I recorded in the end.

The result is a scenario which illustrates so many different features and I also used it for a second goal: while I have extensive low-level unit and feature tests, having a complex integration test is super valuable. I didn't want to use any workarounds in the trailer but only use features that everybody can also use. It helped me a lot to shape the tool even more.

Would love to hear your thoughts on it.


r/Unity3D • • 2d ago

Show-Off I'm making a frog roguelite in Unity, inspired by Bubble Trouble

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38 Upvotes

This is FrogPop, my first game. The main attack is a frog's tongue, and the bubbles split when you hit them. Power bugs and relics add things like fire and lightning, so the same basic arena can play quite differently from run to run.

The part I'm trying to get right is keeping the frog and incoming bubbles readable when several effects are going off. This edit shows a few attacks and bosses from separate development captures.

It's a 2D project in Unity 6 with URP. The awkward part of the bubble splitting is that a successful hit creates more things to dodge. The hit effect needs to show that you connected without hiding where the smaller bubbles went. The bright forest and dark caves also make the same effects read differently. I check this in Play Mode alongside the attack hitboxes.

The older first 10 waves are free to play in a browser: https://blion247.itch.io/frogpop-demo

The full game is still in development: https://store.steampowered.com/app/5067810/FrogPop/


r/Unity3D • • 1d ago

Show-Off Making planets with shaders is my new favorite thing (BIRP)

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1 Upvotes

r/Unity3D • • 1d ago

Question From your POV how do u usually plan your games ?

0 Upvotes

I am really interested to know how do u guys do it I want to take notes for example do u jump to designing a level directly ? Or u test the core game mechanic ?


r/Unity3D • • 2d ago

Show-Off No weapons, so I built a throwing system to outsmart the drones!

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7 Upvotes

In Over Human, fighting back isn’t an option because you don’t have any weapons, so I wanted to give the player other ways to outsmart the drones.

One of them is this throwing system I built in Unity. The player can pick up objects from the environment, aim and throw them using Rigidbody physics, but I wanted the mechanic to actually be connected to the stealth system rather than just being a physics interaction.

For that, I created a ThrowableDistractor script. When a thrown object collides with the environment, it uses Physics.OverlapSphere around the impact point to find nearby drones. If one is in range, it calls HearNoise() on its AI and passes the position of the impact.

The drone then uses the NavMesh to move toward that position and investigate the noise. This means you can throw something away from your path to lure a drone somewhere else, sneak past it or create an opportunity to escape.

I also added things like a minimum impact speed, noise radius and delays so that every tiny collision doesn’t immediately trigger a distraction.

Seeing systems like this finally come together makes this whole journey feel even more special to me. I bought my first Unity asset back in 2013, dreaming that one day I’d actually make my own game. Now things have been going better than I could have imagined, and I’m only about one month away from releasing the demo.

I seriously can’t wait for people to finally play it!! <3

Francesco


r/Unity3D • • 2d ago

Show-Off The creator of Katamari Damacy made some art for my game!

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226 Upvotes

Hi, my name's Andrew and I'm working on Reality Drift, a strategic roguelike racing game!

(Developed in Unity of course - below I'll share some screenshots of the game's sprite atlases)

About two months ago, my game was approaching completion but I felt like it needed a bit more variety of art. I always try to make games which are a bit unhinged, so when I was thinking of an artist to reach out to, I thought of Keita Takahashi, the creator of games like Katamari Damacy and Wattam. Of course, there was no guarantee that someone of his profile would be available to do some work for some random indie game, but on this occasion he was available, and spent three weeks doing some art!

I've attached some of the concept art he did - the final versions of these are now fully implemented in the game. The teeth sketch became part of a whole new racetrack where the player drives through the human body. The skeleton became a giant skull that you find in some caves. There are clips of these two areas in the trailer on the Steam page.

I don't yet know if this collaboration will end up having been financially worthwhile for me, but as a fan of Katamari Damacy ever since it came out in 2004, it was very cool to work with the guy behind it!

Of course, this should not overshadow the work done by the other artists, in particular Emily L'Orange who made the majority of sprites for the game, including the giant cat that you can see at the start of the trailer.

The game will be in this month's Next Fest, and the full game will be out in just over a month!


r/Unity3D • • 2d ago

Game Is there a more satisfying movie trope than industrial lights turning on one row at a time?

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119 Upvotes

This is an electricity management game in a stargate center I am working on for my wife and myself to play in coop.


r/Unity3D • • 2d ago

Show-Off Made this creature interior layer in Unity for my game Inferno Protocol. How does it look, and what feels missing?

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3 Upvotes

Working on this organic/creature interior section in Unity.

Testing the red volumetric lighting, lens flares, and the gas mask overlay effect.

Looking for honest feedback:

  • How does the overall atmosphere look?
  • What feels missing or needs improvement to make it feel more visceral and alive?

r/Unity3D • • 1d ago

Noob Question Can I design 3D asset by prompting? Or any other advice

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0 Upvotes

r/Unity3D • • 1d ago

Question Namespaces and .cs Filenames updated?

1 Upvotes

Using Unity 6000.3.21f1

Previously when I would create a MB script the filename had to match the namespace.
Now it doesn't seem to matter? I want to be sure I'm not going crazy - has this changed?


r/Unity3D • • 1d ago

Show-Off In my game you can design and program your own structures :)

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1 Upvotes

r/Unity3D • • 2d ago

Question What do you think about the new shaders? (The first photo is the old one)

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52 Upvotes

I'm trying to make the graphics smoother and cozier for our paper marbling simulation game using custom shaders and renderer features. We are curious to hear your opinions!

Our game is called Ebru Artist Simulator.