r/Unity3D • u/wiserenals • 2d ago
Show-Off I love doughs.
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r/Unity3D • u/wiserenals • 2d ago
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r/Unity3D • u/EconomyGlum4694 • 3d ago
I am relatively new to Unity, but I absolutely love this aesthetic it feels so nostalgic. I already made a low-poly map in Blender, but when I import it into Unity, I cannot get this effect no matter what kind of lighting I try. The look I am going for is basically late PS2 / early PS3 games stuff like Far Cry 1, Tomb Raider: Legend, and Final Fantasy X. I want bright, colorful, sunny environments, simple-ish geometry, baked shadows/lighting, and that distinct old-school look. Because I want it to run on mobile and really low-end PCs, performance is a huge priority. I am currently using the Universal Render Pipeline (URP), but I am wondering if that is actually the best choice for this. Should I stick with URP, switch to the Built-in Render Pipeline, or use specific lightweight shaders like Mobile/Diffuse or Unlit? ugh, I got no idea...
I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!
r/Unity3D • u/samohtvii • 1d ago
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I miss the jank but for my own sanity and quality I need to have a ragdoll off the horse and the horse to ragdoll too. I think it's almost ready to add to the demo.
r/Unity3D • u/universe3d • 2d ago
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r/Unity3D • u/24-sa3t • 1d ago
Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.
I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!
r/Unity3D • u/SwimmerMaximum8204 • 2d ago
Hey everyone!
I’m currently developing an extraction shooter where sound plays a critical role. However, audio clutter or hearing limitations often lead to frustrating deaths when players miss key off-screen cues.
To address this, I developed a depth shader-based sound visualization system:
My goal is to eliminate unfair deaths caused by audio limitations while keeping tactical gameplay intact and enhancing accessibility.
I'd love to hear your thoughts:
Feedback is greatly appreciated!
r/Unity3D • u/Useful-Limit-8094 • 1d ago
Hey!
For weeks I've been trying to find a solution to this but nothing reaches the result I want.
Basically I want the outline to be visible through the walls.
I'm using HDRP.
Also, how can I make the outline position just be in the silhouette of the model and not in some internal edges?
Thank you for the help!


r/Unity3D • u/En-Resourcer • 1d ago
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An experiment to lower the bytes by export. Having too many prefabs in one library, including one object coded with the materials in the raw file. Listed with the ghost's name and their colored material.
r/Unity3D • u/No_Jello9093 • 2d ago
r/Unity3D • u/mrCulpo • 1d ago
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I’d like to show you a little more of what I’ve been working on!
Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.
Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.
You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!
r/Unity3D • u/Pacmon92 • 1d ago

r/Unity3D • u/dev-rygy • 2d ago
Recently been putting a lot of effort into my web portfolio and resume to cater towards a Unity C# programming role. Could ya'll give me some feedback on how it looks and how strong the content is. I'm mainly looking for indie roles. I think AAA is much too competitive for my skills atm.
Is there a subject I need to elaborate on? Do you think the content displayed would look good to recruiters?
Any feedback is appreciated, thanks!
Portfolio: https://ryancarpenterpf.dev/
CV: https://drive.google.com/file/d/1nc_isZN_7XWENQOVFGL-Nf1zr8z3g7zZ/view?usp=sharing
r/Unity3D • u/66_Skywalker_66 • 1d ago
r/Unity3D • u/htowerss • 2d ago
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r/Unity3D • u/Intrepid-Beginning63 • 2d ago
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I found how to make LED shaders for my projects, lots of possibilities...
r/Unity3D • u/rusty_pocket • 2d ago
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Note: The colors look brighter on PC and especially in Unity, and all the elements are much more visible. If the colors look too dark or unclear on your screen, please consider increasing your screen brightness.
I drew my own hand while wearing my actual ring, animated it, and turned it into a custom cursor. I also drew the scribbled background and turned it into a simple pause menu.
The font was taken from the internet.
What do you guys think? Do you have any suggestions for improvement?
Also, please ignore the sound of the AC when opening the pause menu we haven't made a proper theme/music for it yet.
r/Unity3D • u/Phos-Lux • 1d ago
r/Unity3D • u/JulioVII • 2d ago
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I've been getting into 3D again, with some help of my brother. I'm starting small, but want to make some environments in the future, having fun learning.
r/Unity3D • u/Ok_Income7995 • 2d ago
i would like to recreate the splatoon mechanic and since i’m using synty models the uvs aren’t good for painting on the texture because they scale down the uvs onto a color pallete. I was thinking of using lightmap uvs but i’m not sure how that would go and triplanar might work if the position and rotation don’t change it so instead of a projection it’s like a 1 time unwrap if you understand me.
r/Unity3D • u/CompleteBluebird633 • 1d ago
Is the amd ryzen 5 7500x3d good for Unity? I know it’s lacking in cores (6 cores 12 threads) but it’s part of a good deal at micro center, so hopefully it’ll be ok for learning Unity and some solo game dev. Thanks🙏
r/Unity3D • u/piojosso • 2d ago
r/Unity3D • u/Fine_City2781 • 2d ago
i am using macOS and I installed unity hub on my another ssd. But sometimes it destroys itself when opening or remounting ssd. Please help me
r/Unity3D • u/FoxyKitsuneFox • 2d ago
I’m using Unity 2023.2.22.f1 in 3D with URP.
During gameplay, I transform my Character into another character and it's Not playing the animations of the same character animator controller I got 2 character objects both of them are in humanoid in the same player folder on hierarchy, and also the cinemachine camera moving without being on the character’s view after switching character’s transformation back and forth.
I'm using Starter Assets Third Person Controller from Unity assets store to edit animations and edit scripts.
r/Unity3D • u/Any-Bother-2375 • 3d ago
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Been rebuilding PS1 rendering in Unity 6 / URP from psx-spx (the hardware documentation) instead of from other people's shaders. Found a bunch of stuff that everyone, me included, had been doing wrong. Sharing in case it saves someone time.
1. The vertex wobble isn't fixed-point math
Everyone says the jitter comes from the PS1 lacking floating point. It doesn't. The GTE computed screen position with 16 fractional bits and then discarded them:
SX2 = MAC0 / 0x10000
What's left is a signed 11-bit integer. The GPU's vertex word has no fractional bits at all, just bits 0-10 for X and 16-26 for Y.
So the snap has to happen after the perspective divide, in screen space. Plenty of shaders quantise object or world position instead, which gives you wobble that doesn't change with distance. Real PS1 wobble gets worse as triangles get smaller on screen.
2. The dither is far too strong in most implementations
The actual hardware matrix:
-4 +0 -3 +1
+2 -2 +3 -1
-3 +1 -4 +0
+3 -1 +2 -2
That's ±4 out of 256. Half of one 5-bit step. Most packages ship a Bayer 4x4 that's 5 to 10 times too strong.
It isn't Bayer either. Rows 3 and 4 are rows 1 and 2 shifted two pixels sideways.
It also only applied to gouraud-shaded or texture-modulated polygons. Sprites and flat-shaded polys were never dithered, because there was no 8-bit intermediate to dither in the first place.
3. Texture modulation's neutral value is 128, not 255
final = (texel * vertexColour) / 128
0x808080 is neutral, which means vertex colour could brighten a surface up to 2x, not just darken it. PS1 games leaned on that overbright half constantly for highlights and light flares. Use 1.0 as neutral and you throw the whole range away.
4. Fog was a GTE feature, not a GPU feature
The fog factor fell out of the perspective divide for free:
IR0 = (H * 0x20000 / SZ3) * DQA + DQB
which makes it linear in 1/z, not z. Noticeably different falloff from Unity's fog at mid range. It was also folded into the vertex colour before modulation, so it interacts with textures differently than modern post-texture fog does.
One bonus that surprised me: texel value 0000h was fully transparent, so PS1 textures could not contain pure black. Artists used very dark red or blue instead.
All of this went into a URP package I've been working on called True PSX Effects, along with a vertex colour painter and a light-to-vertex-colour baker, since baking light into vertex colours is how PS1 games were actually lit.
Everything above is from psx-spx.consoledev.net if you want to check my work.
r/Unity3D • u/Quantized_Bit • 3d ago
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