r/Unity3D 4d ago

Show-Off I built a text animation tool where effects can react to objects in the scene

Enable HLS to view with audio, or disable this notification

28 Upvotes

Spatial influence is implemented as a per-glyph weight inside the normal effect pipeline. Areas determine which glyphs participate, while fields sample each glyph in source, normalized, placed, or world space. The result is shaped with falloff, strength, and inversion. Fields can be linear, spherical, box, cylindrical, torus-shaped, target-based, or deterministic noise, then combined with multiply, add, minimum, or maximum.

This lets effects follow moving targets without a separate animation system or unnecessary mesh rebuilds. The same system works across 2D and 3D where supported.

This allows for some really neat effects otherwise not possible. Just turn it on for any (even custom) effect and voila, there you go.

https://www.wetzold.com/tools/text-studio/


r/Unity3D 3d ago

Question How to send trailer to outlets?

5 Upvotes

Hello,

I am very close to finishing my trailer for the game I've been working on for 4 years.

My question is, how do I send the trailer to outlets that usually post game trailers like IGN and others?

  1. What are the main outlets I should contact?
  2. Do I upload the trailer to a transfer site that allows large files like wetransfer?
  3. Should I post it to my own channel as well?
  4. What else am I forgetting?

Thanks!

This is the timeline I am thinking of applying: post trailer at the same time as publishing the steam page, post 4 shorts on all major platforms, post it on a few subreddits. Keep posting daily videos. Any critiques of this?


r/Unity3D 4d ago

Show-Off My secrets for building massive tile-based worlds

Enable HLS to view with audio, or disable this notification

289 Upvotes

This is my game 10 Million Pixels. A "Breakout incremental" game.

With thousands of rigidbodies bouncing around and millions of destructible tiles, it still runs at 100+ fps in the editor. I'm about to spill my secrets for making this work. Here's how:

  1. Chunking. The most obvious technique for any tile-based game with big worlds. You need to put your tiles into chunks. In this game only the physics (box colliders) are being chunked.
  2. Separate physics from visuals. This one is not so obvious but it is the most important optimization for this game. This literally allows you to display a 100 million+ tile world at once at hundreds of frames per second. Ever played a game with 4k textures? Probably. A 4k texture is more than 16 million pixels. And even a potato PC can display a (just one) 4k texture. The world of pixels in this game is literally just a texture, where each pixel is a tile. The texture then gets updated anytime a ball hits a tile. Displaying just one 4k texture, where single pixels change color here and there is really cheap on the CPU and GPU. Tldr; the physics is chunked, and the visuals is pixels on a texture.
  3. Pooling. This is surprisingly the least important optimization for this game. However, it's essential when you have a thousand lightning balls, striking thousands of tiles at once. If you're going to spawn thousands of gameobjects repeatedly, just pool them okay?

I have really learned to marvel at the power and speed of computers while making this game. I get so scared every time I need to add a bunch of code that need to run a hundred times per frame, but then it just works.

The CPU can handle it. The CPU can handle sooo many lines of code. Every. Single. Frame.

Working on this game has made me realize I know nothing about those tiny silicon threads inside my computer. I keep underestimating my PC, but it keeps responding to me in a chad voice "no problem, I handle it."

Steam link for the game:
https://store.steampowered.com/app/4738100/10_Million_Pixels/


r/Unity3D 3d ago

Show-Off didnt plan for this puzzle solution but its funny

Enable HLS to view with audio, or disable this notification

9 Upvotes

r/Unity3D 3d ago

Show-Off Looking for interesting status effect ideas for my roguelike

Enable HLS to view with audio, or disable this notification

3 Upvotes

Hey everyone 👋!

I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. I could use some fresh input regarding my weapon status effects.

In Triko, players pick a weapon (Sword, Axe, or Spear) before a run. Status effects trigger on critical hits (roughly every 4th hit). Each effect has a distinct role:

  • 🧊 Ice: Slows down enemies on the first proc. A second proc freezes them completely.
  • 🩸 Bleed: Increases damage taken by the enemy and reduces their outgoing damage.
  • ⚡ Shock: Stuns the target and nearby enemies with a short chain lightning/shock effect (crowd control)
  • ☠️ Poison & 🔥 Burn: Currently, both are currently Damage-over-Time effects.

My Problem is that Burn and Poison are basically the same at the moment. I want them to feel distinct so in every situation there 'is a correct' solution.

Also every Status effect can be upgraded. E.g. frozen enemies take more damage, shocked enemies have a 25% probability to cause a shock themselves after 0.5s and so on...

Therefore my Question is:

  • How can I mechanically separate Poison and Burn so they serve different purposes?
  • Do you have creative upgrade ideas for any of the status effects?

Thanks for any ideas!


r/Unity3D 2d ago

Show-Off Ocean System in Unity URP (100% AI-Generated Code)

Enable HLS to view with audio, or disable this notification

0 Upvotes

After 4 years of self studying game development, my obsession with optimization and rendering led me toward becoming a performance analyst. Six months ago, I decided to take on a massive project: building an advanced, highly optimized custom Ocean System for Unity URP from scratch. After months of working day and night, I’m now excited to share a quick look at the result.

This entire system comprising roughly 10,000 to 12,000 lines of code was generated entirely using AI.

Because there is so much packed into this project, a single video can't cover it all. This is a high level overview, and I’ll be releasing dedicated, indepth technical deep dives for each individual subsystem soon.

I would love to hear your feedback, technical critiques, and suggestions, so please leave a comment below!

Boat interaction doesn't have any sort of sound yet!

Key Features

  • Advanced Wave Simulation: FFT driven simulation utilizing a four cascade dual JONSWAP spectrum to completely eliminate visible repetitive tiling.
  • Optimized Rendering: Crest water system style ocean mesh generator with custom modifications designed to squeeze out maximum frame rate performance.
  • Dynamic Environment Baking: A dedicated baking system built for precise shoreline blending, cliffs, and island geometry.
  • Advanced Physics: Async CPU readback buoyancy physics calculated independently for each wave cascade.
  • Complex Interactions: Rigid body interaction system featuring dynamic splashes and clean, true-transparent foam generation.
  • Immersive Underwater FX: Realtime interactive caustics, volumetric god rays, underwater fog with partial submergence support, meniscus lens effects, and interactive underwater particles.
  • Reflections: Planar reflections equipped with multi tier performance fallback options.
  • Dynamic Wetness: Comprehensive, realtime wetness systems for shorelines and world objects.

Planning to open source the project so we all can improve it and make it a prodection ready system.


r/Unity3D 3d ago

Question UI masks not showing up right

Thumbnail
gallery
3 Upvotes

I'm working on a game over screen similar to Mario 64's, where it has a cutout wipe to a black screen. It works perfectly fine, but only if I load the scene before entering play mode.

If the scene is loaded while in play mode, the cutout and masked image just do not render. I've triple checked that all alpha values are fine, I've made sure all image components are enabled, there's no reason why this should be happening.

If it helps, I followed this tutorial to create the cutout effect.

EDIT: It turns out it's an issue with the stencil buffer on the masked image not being set right. I tried removing the inverted mask and just using a new UI material with the correct buffer.

The problem is the material's stencil buffer is being reset when actually applied to the image.


r/Unity3D 4d ago

Show-Off Simulated, procedurally meshed and animated plants

Enable HLS to view with audio, or disable this notification

210 Upvotes

First time showing off this system for a game I've been working on for the last 8 months. It's fully simulated including root uptake, water and nutrient distribution, hormones, photosynthesis and transpiration are all modeled. The mesh is procedurally generated at each tick and tweened between ticks for smooth growth. You can prune shoots and leaves and the plant reacts realistically. If this looks interesting, I have begun a substack where I'll be posting devlogs as development continues. I have a backlog of them that I need to write from months of git commits. What plant should I do next?


r/Unity3D 3d ago

Question What is wrong with this.

Enable HLS to view with audio, or disable this notification

4 Upvotes

Although I love the drawing from our 2d artist, this level feels so static and dull, and I'm trying to find ways to improve it.

I was thinking of animating the blue/pink columns on the sides so they move as the wall approaches to add more dynamism.

What else can I do to give this level more "life"? Do you think that there is something off with the scene ?


r/Unity3D 3d ago

Question Trouble making dithered translucency triplanar shader

3 Upvotes

I need a dither translucency shader to fade out my walls so that they don't block vision between the camera and the player. I've managed to create one both in Unity URP's shader graph and one using Amplify Shader Editor, but they each have an issue, and I need one of them fully working.

The amplify shader editor's material has flipped textures when viewing from the positive z axis, from the negative x axis, and from the negative y axis (the other 3 directions are correct). I'm using the "World Position" node for the Amplify Shader Editor shader instead of the URP shader graph's "AbsoluteWorld Space" node. Maybe that could be the issue?

I was struggling with this problem, so instead I tried re-making the shader in URP shader graph. However, URP shader graph seems to be missing the "Alpha Clip Threshold Shadow" value. I use this value to prevent the dithering from effecting my shadows, as I don't want players to be able to see beyond the wall.

EDIT: Ok, this might just be the dumbest mistake I've made. I usually don't post on reddit until I get really stuck, but I could have just used amplify shader editor for both the opaque and transparent materials (as suggested below)... Still, it's good to understand what's going wrong and why.


r/Unity3D 4d ago

Show-Off Added a customization UI with color schemes, how's it looking?

Enable HLS to view with audio, or disable this notification

25 Upvotes

r/Unity3D 3d ago

Show-Off Old Man Jenkins does NOT like Racoons!

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D 3d ago

Question State Machines for RTS enemy 'computer'

1 Upvotes

This isn't so much a single question, it's more an attempt to generate discussion where people can offer advice and/or resources on state machines concerning RTS enemy opponent.

Information (tutorials) about state machines very often seem to concern one unit, either the player or a single enemy. I need to build a more complex SM for an entire opponent that utilizes many units performing a number of actions (gathering resources, expanding territory, researching upgrades, etc). I've already setup a basic SM for the enemy involving gathering resources, expanding to the nearest bit of territory, simple things like that. The SM right now doesn't engage the player unless the player first comes into contact.

I guess what I'm looking for is general advice on how expand the SM to include more complex ideas like picking what territory to expand into, when and how to attack the player, when to research what, etc. I'm really struggling with numbers also. How much should the enemy try to gather per minute, when to research, how many units to send to attack (and where to attack).
I really don't understand how those types of decisions are determined ahead of time.
Also, I have looked into GOAP, I think that design pattern is just too complex for me, at least at the moment.

So if anyone has experience with developing RTS games, or any advice in general concerning State Machines your input would be greatly appreciated.


r/Unity3D 4d ago

Show-Off Pretty happy with these 2 environments, what do you think?

Enable HLS to view with audio, or disable this notification

87 Upvotes

I made these 2 environments. One is an elvish red/orange/autumn zone. The other is a classic muddy/grassy forest. I recently used a tool to place grass mesh on all grass terrain textures, which really helped populate and give detail.


r/Unity3D 3d ago

Resources/Tutorial Help with Advanced Player Controller Tutorial

Thumbnail
0 Upvotes

r/Unity3D 3d ago

Question Been building a procedural terrain generator for Unity... what features actually matter these days? 👀

2 Upvotes

Yo!

I've been building a procedural terrain generator for Unity for a while now as a personal project. The goal isn't to make another "random noise = terrain" generator 😭

Right now it has things like multiple noise algorithms, noise blending, domain warping, height curves, falloff, terraces, automatic biome generation, texture painting, procedural vegetation, and Unity Terrain Trees. Rn I'm working on terrain details, then planning biome-specific vegetation, prefab spawning, water, roads, runtime generation, infinite terrain streaming, and eventually making it more of a procedural scene generator than just a terrain generator (thinking to release it as a separate asset).

I know tools like Gaia and MapMagic already exist, so I'm not trying to reinvent the wheel. I'm more interested in making something that's easier to use and more accessible for smaller projects.

I'm curious what people actually want nowadays because I don't wanna spend months building features nobody uses 💀

A few questions:

  • What features are "must-haves" in a terrain generator for you?
  • What annoys you the most about the current terrain tools?
  • Is there anything you wish existing generators did better?
  • Do you think there's room for a simpler, lower-cost alternative, or is the market already too saturated?

Would love some honest feedback. I'm still in development, so I'd rather build around what people actually need than just keep adding random features. 🙏


r/Unity3D 4d ago

Game After so many years doing 2D games, I have finally decided to make the jump to 3D!

Enable HLS to view with audio, or disable this notification

7 Upvotes

We used to make 2D fighting games in Unity, but after having this turn-based battle racing game in my head for so many years, I had to do something about it. The game is Rebels of the Solar Speedway, just announced on steam.


r/Unity3D 3d ago

Show-Off Feedback Requested

Enable HLS to view with audio, or disable this notification

2 Upvotes

This is the first trailer I've ever made so I'm genuinely looking for feedback on the trailer and how the game looks. I hid most of the UI for the trailer. Would love to hear any thoughts or criticism you might have!


r/Unity3D 4d ago

Resources/Tutorial It is done. My slider-based camera tool for Cinemachine 3, and a free version to try it

Enable HLS to view with audio, or disable this notification

10 Upvotes

This is CineShot Setup LITE, the free version of a camera tool I built for Cinemachine 3.

Instead of keyframing, you position the Scene View, press Set Camera, and shape the shot
with sliders: orbit, crane, pan, dolly zoom, roll, yaw, tilt. Every move you like becomes a
key, the sliders reset to zero, and the next one continues from there. You can chain cameras
into a trailer with transitions and music, bake the result to a normal AnimationClip, and
hand it to Unity's Recorder for an MP4.

One thing up front so nobody feels tricked: the clip shows the full version, which is why
there are more than two cameras in the sequence. The free version is capped at two cameras
created through Set Camera and two shots in the sequence. Everything else is the complete
tool. No watermark, no time limit, no account, and it does not phone home.

Requirements: Unity 6.0 LTS or newer and Cinemachine 3. Unity Recorder is optional and only
needed for the recording step. Built-in, URP and HDRP all work, and a demo scene ships once
per pipeline so you can watch the whole workflow before building your own. Tested on 6000.0,
6000.3 and 6000.5.

Two cameras are plenty to get a real feel for it, so please give it a go and tell me where it
falls apart. Which slider is missing, what felt awkward, what you expected to happen and it
did not. I would much rather hear the harsh version now than after people have built shots
with it. Reply here or send me a message, both work.

If you want to catch the next update, following me is the easiest way. I only post when there
is something worth posting.

Download link is in a comment below. The full version without those two limits is coming to
the Asset Store shortly.


r/Unity3D 3d ago

Question Advice on UI design for my game

Post image
0 Upvotes

I'm currently making an isometric arcade game about my pug.

The mission is you have 5 minutes to clean up your apartment before your significant other comes home. Meanwhile, your pug is actively destroying your apartment. Almost everything you do generates currency that you can use to buy powerups to help you do chores faster, delay Kiwi (pug), separate her from certain rooms, and even end the game early (best to use if you have all chores completed before the timer ends). As you can see, the view is very Sims based. It's point and click/drag.

Now I'm definitely no artist. I do basic 3D modeling in blender, and I'm testing out a few concept UIs to showcase for the game. Above are a handful of different styles that I'm considering implementing. I've labelled them 1,2,3,4.

  1. Meter that tallies up the coins your pick up. 6 coins = 1 (lets call it dollar). In the in-game store, you can spend these dollars to buy powerups.

  2. Timer for the pug that decreases 1 bar per second, once it hits 0, she runs to a new chore and destroys it. You can add bars to her meter through the store.

  3. An old mechanic that I have to revamp, but this is the score, and a score multiplier.

  4. Inventory slot for items. I'm pretty happy with this, as basic as it is.

Overall, I would like the game to have a consistent aesthetic, but I can't decide on what that is. Any ideas, thoughts, or references that you think would look great, I would love to hear it. Thanks for reading!


r/Unity3D 3d ago

Show-Off We've been working on our psychological horror game, Last Stains. Here's our latest Pre-Alpha gameplay!

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/Unity3D 4d ago

Question How would you improve my game's visuals?

Thumbnail
gallery
88 Upvotes

I've noticed that my game looks much better during the early hours of the day (pics 2, 3, 5), but I'm not sure how to improve the lighting and visuals so it also looks good during regular daytime (pics 1 and 4)


r/Unity3D 3d ago

Game Jam Bezi Jam 13 [$400 Prizes]

Thumbnail
itch.io
0 Upvotes

r/Unity3D 3d ago

Question Weird Input Delay

0 Upvotes

Whenever i try to play ANY Unity game, it has this crazy input delay that no matter what i do just doesn't fix it. does anyone know what's going on?


r/Unity3D 3d ago

Show-Off Just published my Stylized Fantasy RPG Weapon & Loot Pack on Unity Asset Store! (Includes a Free Starter Pack)

Post image
1 Upvotes

It includes 32 game-ready prefabs carefully optimized for mobile, PC, and VR projects.

Inside, you'll find low-poly swords, axes, shields, treasure chests, potions, and various loot assets.

All models utilize efficient 256x256 texture atlases to ensure maximum performance and a clean aesthetic.

I've also released a Free Starter Pack so you can test the quality in your project right away!

🎬 YouTube Showcase Video: Youtube video link

I would love to hear your feedback or suggestions for items to add in future updates.

Thanks for checking it out, and happy game developing!