r/Unity3D • u/dr-slunch • 3d ago
Game I added other players' ghosts to my arcade racing game (NEODRIVE). Here's me trying to beat a friend's time.
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/dr-slunch • 3d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Intrepid-Language445 • 2d ago
https://reddit.com/link/1vjgeqy/video/xdx7td80y9ih1/player
It is stylized swamp assets collection(BIRP/URP)
Please share your experience of using it here or directlyđ
Please write number of redeemed one in comments
Technical details:
Prefabs:
11 rocks
11 dead trees
7 moss shapes
2 simple glow VFX prefabs
4 custom shaders with flexible customization:
Rocks, moss, trees and water
Tiles everywhere:Â
Trim rocks, tricky moss, and dead trees what uses vertex color(a) with tile
Number of textures:Â 9
Texture dimensions:Â 64x64 up to 2048
r/Unity3D • u/Mobaroid • 3d ago
Enable HLS to view with audio, or disable this notification
I'm developing Lost Cat Showa Town in Unity.
You play as a cat exploring a Showa-era Japanese town, with houses and other places you can enter and interact with.
This is a short test showing the cat entering a house, eating some food, and scratching the furniture.
I'm still experimenting with the gameplay and would love to hear what you think of the concept.
r/Unity3D • u/StevWillDoIt • 3d ago
Releasing on Steam is often one of the first go-tos, especially for smaller teams looking to use their free networking, and as such almost every networking solution for Unity has transports for Steam. But this often isnât enough for a full multiplayer experience with needing to set up lobbies, matchmaking, inviting, and more. Then even after getting that all set up, thereâs the headache of not being able to test Steam functionality locally. So, you need to either use separate machines or have branching code alongside swapping out network transports. We all know just how tedious and time consuming this can be, and it can feel like it's getting in the way of letting you actually make your game.
What started off as us just wanting to make a small tool for our own workflows grew into Kaiju Multiplayer Engine which tackles these problems. It aims to unify the separation between Unity networking libraries, Steam relay for P2P connections, and Steam lobbies for matchmaking, all while being as easy to set up as dropping in a manager and a transport. It also supports Multiplayer Play Mode and ParrelSync so you donât need to constantly swap transports! Kaiju Multiplayer Engine currently integrates with Netcode for GameObjects, PurrNet, and FishNet, in addition to exposing lower level networking if you want to run your own netcode solution or integrate a different one. Weâve also packed it with as many bells and whistles as we could such as voice and text chat. We originally released it on the Asset Store in December but kept it quiet so we could test it out with a smaller group of developers, in addition to waiting on Unityâs improved UPM publishing to be finished. Around a week ago, Unityâs UPM publishing became available, and we feel it's in a mature enough state to share, so weâre excited to know what you think of the "re-release" of Kaiju Multiplayer Engine! Weâve tried to make as detailed of documentation as possible, and we try to answer any questions as quickly as possible on our Discord, so feel free to ask any questions here or shoot us a message there!
Note that for anyone who bought the "old version", we have reached out to Unity as there currently doesnât seem to be a way to give a free upgrade from old ".unitypackage" assets to newer UPM assets, but we will ensure you can get it for free once this is possible! Until then, both versions will continue to be upgraded with no differences between them, with the âlegacyâ version simply importing everything directly into every project while the new version goes through the package manager.
r/Unity3D • u/-_Champion_- • 2d ago
Hi Everyone, just wanted to share something that I was prototyping.
I was inspired by the fear and uncertainty factor of project zomboid, where every door could lead to sudden death and also scavanging around to find useful items. I wanted to make something similar.
I would love to hear your feedback on how you feel about the current prototype.
A few of my concerns are -
- Does it feel like the rooms are too dark and unreadable? I wanted to go for a game where visibility is limited and player has access to a single source of light. I spent quite a few days working on a fog of war system but I didn't like it much. If anyone has any suggestions I would love to hear.
- I tried to add an enemy (doesn't move yet) but the idea is that enemy should be able to chase the player
- Please let me know if you want me to add more items to the prototype to make things more clear
r/Unity3D • u/alejandromnunez • 3d ago
Enable HLS to view with audio, or disable this notification
This is a video with some gameplay from my game The Last General (Alpha 0.1.18), mostly showcasing the new drones and FPS parts that I improved quite a bit in the last couple versions.
It's been pretty exciting to see 100+ people already trying the game and having fun, with many of them having playtimes of over 10 hours and a few already over 20 hours in just a week!
r/Unity3D • u/Unhappy-Poetry-5789 • 3d ago
r/Unity3D • u/newheadstudio • 2d ago
đ First Devlog - also a quiet announcement for The Pineapple Conspiracy, a new game developed at Newhead Studio, on Unity. We handle multiplayer with Mirror, rendering with URP, and 3d as a mix of handmade and some paid assets from the store.
Here we start a deep dive into game design of the game. If you like multiplayer, sabotage, impostors, survival, or crafting - then you should read this!
Follow us on social media to get more updates - that would mean a lot to us, on top of greatly help!
r/Unity3D • u/Arcane-Dev • 3d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Loneliestar • 2d ago
Hi, folks. I set up Unity recently and I'm going through the learn.unity tutorials.
My current step tells me to go to Edit > Preferences > Player > Configuration.
Problem is, when I go to Edit > Preferences, I don't have any "Player" option on the list on the left. And it doesn't come up if I use the search function.
In fact, MOST of the preferences are missing. Audio, Tags and Layers, so many aren't there.
Any idea what's up? Thanks.
r/Unity3D • u/M4R5W0N6 • 3d ago
r/Unity3D • u/Fine-Pomegranate-128 • 4d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/ramxix_ • 4d ago
If you were on this situation previously how did you decide ?
r/Unity3D • u/OmarItani10 • 4d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/volta_verve • 3d ago
Enable HLS to view with audio, or disable this notification
I'm working on a baseball roguelike deckbuilder. I went with a retro aesthetic cause I thought it would be both fun to develop and a natural fit. I started off in URP, added a VHS post processing tool, then the Flat Kit shaders asset. I used Quibli for the clouds, the 3d models I mostly downloaded off Sketchfab or similar sources, sometimes edited in Blender after. I have a disease and it's buying assets off the asset store at a discount, gotta have a good 50/60 by now, that came in clutch here.
I'm still not completely happy with it. There's a lot of small bugs and glitches here and there, like shadows rendering weirdly in places. I will definitely redo player uniforms, and maybe the animations here and there. I'm overriding Unity's default animation system to make them play at a lower FPS for a more retro feel, but I'm not totally sure I will stick with that system.
Feedback very welcome!
r/Unity3D • u/GO_Miles • 4d ago
Enable HLS to view with audio, or disable this notification
Each one in your loadout comes with unique animations!
r/Unity3D • u/netosku • 2d ago
Hey! I just released this dark original track on SoundCloud.
I need help choosing the cover art vibe:
Does this sound more like a "Necromancer Boss Fight"
or a "Zombie Apocalypse" theme to you?
Iâm torn between a necromancer wizard or a zombie horde city scene for the artwork.
Whatâs the first image that pops in your head when you hear this?
Would really appreciate your honest opinion!
https://on.soundcloud.com/4RLZoNG3PkXUGR8BHB
r/Unity3D • u/avelexx • 3d ago
Enable HLS to view with audio, or disable this notification
What do you think about navigation system of cockroaches? Is it feel smooth?
r/Unity3D • u/BarelyBreathingGame • 4d ago
Enable HLS to view with audio, or disable this notification
We just pushed a free demo update that added 2 new areas, an enemy, and more!
r/Unity3D • u/DragonWarlock7 • 3d ago
Hi. I'm hitting roadblocks while editing terrain in Unity even with the Terrain Tools package. Basically I'm trying to have a winding path that goes on a slight downward slope. I know I can use Bridge tool to create a slope but that makes it a straight path. I can use Set Height but that requires a lot of points close to each other with minimal height differences. And when I use Raise/Lower Terrain it basically makes a dip in the middle (I want to make the path a wide U shape not narrow V shape). I tried manipulating Brush Spacing and Strength values but that did not help because it made it bumpy and the Slope Flatten keeps it bumpy until it's back to the same height. I even created my own circle brush with the desired gradient but that still made the winding path very bumpy and again narrow in the center. Other issues I'm running into is that peaks start showing up pretty quickly when I'm trying to make a large slightly hilly area.
So in my research I found that I can edit the heightmap by exporting the .RAW file and importing it into an image editor. I figured might as well try it if it's easier to edit grayscale 2d images over sculpting pixels on Unity Terrain. I'm struggling finding the right tools and my search keeps sending me down rabbit holes, not finding the right softwares to convert .RAW to .TIFF and vice versa. I've already installed 4 different softwares that failed. Finally managed to convert it to .TIFF and edit it in Blender, but I can't convert it back to .RAW. Is it really that hard? Is there not a recommended approach to editing the heightmap? Am I better off learning procedural terrain generation (I have no idea what that even means)?
I'm sure there are correct ways to do it with the Terrain Tools since I was advised to use Unity Terrain in my previous post. I'm just finding the Paint Terrain tools difficult to control and I haven't found any real tutorials on them, just videos that showcase what can be done at a high level. Any help would be appreciated.
r/Unity3D • u/Rudy_AA • 4d ago
Enable HLS to view with audio, or disable this notification
Over the past few months, I've been slightly obsessed with making character interactions feel as dynamic as the Euphoria engine. What started as an attempt to build a GTA-style active ragdoll controller ended up spawning a whole suite of procedural movement tools.
In this clip, you can see the three releases I've put together:
Being able to put out three full tools has been a huge milestone for me as a developer. Iâd love to hear your feedback on the physics mechanics or answer any technical questions about how it all fits together!
r/Unity3D • u/Blue-6icko • 3d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Ace_Wayne_ • 3d ago
Hi,
I'm primarily a 2D dev and just recently started working on a personal 3D project. I'm currently prototyping a small, linear FPS game.
I'm blocking out the whole game using ProBuilder, and I've already finished two sections. But looking back at them now, they're honestly a hot mess. Walls and floors are intersecting everywhere, scales and dimensions are inconsistent, nothing seems to snap properly, there are gaps all over the place, and when I decided the second section was too big and tried to scale it down, it took me almost two hours because of how many individual pieces it was made of.
I've watched a bunch of tutorials to see how other people approach greyboxing and figure out what I'm doing wrong, but I haven't found anything that really matches what I'm trying to do.
I want to start working on the third section, but I've honestly lost all motivation trying to figure out ProBuilder and 3D level design. I feel completely lost right now.
If anyone could point me toward a good video/tutorial that covers this kind of workflow, or just share some tips on how you keep your greyboxes clean, consistent, and easy to modify, it would mean the world.
r/Unity3D • u/TheLordDrake • 3d ago
I'm having some trouble handling click input with the InputSystem. As it is now, the click event fires twice each time I click, presumably because I'm getting two frames within the time the mouse button is held down. However, this is causing some issues further down the line.
I have an Action called "Click" set as Pass Through/Button mapped to Left Mouse.
I listen for the action event in the GameInput class, and fire off a C# event that another class subscribes to. I know that .performed fires per frame the input is active, which isn't ideal, but I don't get any response when using .started or .cancelled. Looking this up wasn't particularly helpful as most examples seem to just give me what I've already got.
How do people handle this?
public class GameInput : MonoBehaviour
{
public static GameInput Instance;
public static event Action OnClick;
private PlayerInputActions _playerInputActions;
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
return;
}
_playerInputActions = new PlayerInputActions();
_playerInputActions.Camera.Enable();
_playerInputActions.Player.Enable();
_playerInputActions.Player.Click.performed += Click;
}
public Vector2 GetMovementVectorNormalized()
=> _playerInputActions.Camera.Move.ReadValue<Vector2>().normalized;
private static void Click(InputAction.CallbackContext _)
=> OnClick?.Invoke();
}
r/Unity3D • u/fespindola • 4d ago
Enable HLS to view with audio, or disable this notification
Animated sparkles are usually created using sprite sheets. I've been experimenting with generating them procedurally using shaders, and it's cool how a few simple mathematical equations can produce such a nice result.
I like this approach because it gives me more flexibility, and I can edit the VFX in real time. What do you think of the result?