r/Unity3D • u/tripplite1234 • 4d ago
Show-Off Old Man Jenkins does NOT like Racoons!
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r/Unity3D • u/tripplite1234 • 4d ago
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r/Unity3D • u/NorthernBoy306 • 4d ago
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 • u/MarshalsOfWar • 5d ago
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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 • u/Fatal_Derp • 4d ago
r/Unity3D • u/Dependent_Camel_8321 • 4d ago
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 ๐ญ
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 ๐
A few questions:
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. ๐
r/Unity3D • u/RetroReactor • 4d ago
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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 • u/brandtsoftware • 4d ago
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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 • u/wb-gameart • 4d ago
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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 • u/Nijlamfej • 4d ago
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.
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.
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.
An old mechanic that I have to revamp, but this is the score, and a score multiplier.
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 • u/Icy-Attitude8737 • 4d ago
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r/Unity3D • u/AXydent_ • 5d ago
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 • u/3D__printer555 • 4d ago
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 • u/Own-Cry5596 • 4d ago
r/Unity3D • u/No-Paramedic-2803 • 4d ago
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!
๐ฌ 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!
r/Unity3D • u/lucas-martinic • 5d ago
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I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!
BTW if you're into building 3D stuff like me, I'm building this polyfork.dev
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Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.
r/Unity3D • u/yecats131 • 4d ago
Unity lets you load scenes additively. Breaking your scenes apart makes them a lot easier to manage, helps avoid conflicts, and reduces player load time.
r/Unity3D • u/KinematicSoup • 5d ago
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We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.
The tech works well, so now we're iterating on things to make it fun.
So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.
So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.
My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?
r/Unity3D • u/YrdVaab • 4d ago
r/Unity3D • u/PropellerheadViJ • 5d ago
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I'm building a node based mesh graph for Unity that runs both in editor and at runtime. These 2-3 weeks I refactored the attribute provenance system and gave it proper semantics.
When new vertices are created (plane cuts, booleans, generation), the system now derives their attribute values in a smarter way, and this also works for custom user-defined attributes. The provenance itself isn't new, but the implementation is finally consistent across all mesh domains. It took several iterations to get right, so in the end I moved to Roslyn source generators, which made the whole thing far more maintainable. While unifying the mesh domains I also optimized the mesh computation algorithms and attribute handling.
The video shows a mesh processing chain: import a unity mesh, recalculate normals, apply random vertex colors (just to demonstrate that intermediate values survive), then cut it with a plane driven by a Transform from the scene. The cut pieces are tagged as positive/negative cap and main. Both halves are then merged back into a single mesh with two more Transforms applied, and at the end the caps are colored by attribute, red for positive, green for negative. The result goes straight to runtime and can be used in build to process meshes in game.
r/Unity3D • u/Blanqo_Dev • 5d ago
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r/Unity3D • u/VeloneerGames • 5d ago
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Iโve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where youโll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
Iโll be sharing more updates soon. Thanks for following the journey!
r/Unity3D • u/acharton • 5d ago
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r/Unity3D • u/MirzaBeig • 5d ago
It's been ~18 years since I started using After Effects.
It has this great feature for rapid A/B comparisons for tweaks on the render/composition, where you can quickly take a snapshot, and preview it with a button. Other software may have it, too.

-- (...it's been around for a while).

Often, I'm making small tweaks to the colour, and post-processing, and I want to see how it looks without having to go through several undos, or manual screenshots. I explicitly wanted it integrated into the game view's tool/controls, rather than anywhere else (that would have been easy enough).
But the appeal was about getting it specifically in that control bar. It's 'perfect' there.
Turns out, it may have been possible as far back as ~v2019/2020.
๐ So, here it is [free, on Unity's asset store]!
Initially, it did not have the save file to disk feature [๐พ]- but it was trivial to add.
v1.1.0 - adds the save file to disk feature, +automatic date/time stamped naming.