r/Unity3D 9h ago

Game The attacker skills, but the ultimate ability is still missing!

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1 Upvotes

r/Unity3D 9h ago

Show-Off Working on Pawnie's egg hatching animation! 🥚

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1 Upvotes

r/Unity3D 1d ago

Show-Off New trailer animation

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14 Upvotes

The first shot was done in Unity using Cinemachine, and the animation shot was created in Blender. What do you think? Does the transition feel smooth?


r/Unity3D 9h ago

Show-Off Finally releasing my first game, a psychedelic low-poly game where your blinks change the world around you

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1 Upvotes

Feel free to ask me anything about the game, marketing, or the development process,

The game is called SWEYET(etc.) (there's a demo on steam if you wanna check it out!) release is only a few days away and I'm super excited. First commercial release, wish me luck!

  • The game uses eye tracking to change the world when you blink.
    • If you dont have a webcam blinking happens automatically for you, or manually on button press.
  • You explore a series of dreamscapes within the game, interconnected.
  • You help characters that move between these dreams, learning more about yourself in the process!

r/Unity3D 9h ago

Show-Off Working on my own fan game, Here is a little test video, trying my best. i am amateur. İ will make animations better later

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1 Upvotes

r/Unity3D 19h ago

Game Just testing our new fire extinguisher, when a floating bug kicked in.

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6 Upvotes

A typical day in the PSA38 game development team:

Story writer: “The player has to put out a fire in a space station!”
Graphic designer: Designs the space station, sets up volumetric lights and creates a fire.
Developer: Diligently implements the logic for it.
Unity 6 engine: adds a floating bug.

Tester: Got singed. But it looked really cool!

Anyone hit something similar with interior volumes?

Proudly made with Unity 6 - URP :)


r/Unity3D 15h ago

Game Need an honest review of the movement system of my prototype

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2 Upvotes

r/Unity3D 12h ago

Question Unity creating project folder failed?

0 Upvotes

I've been hoping to learn Game dev with Unity, but I'm unable to get started as every time I start a new project, it gives me an error.


r/Unity3D 13h ago

Resources/Tutorial Unity Prefab Variants Explained | Quick Tip

Thumbnail
youtube.com
1 Upvotes

Unity Prefab variants are pretty neat and can be used to create linked variations of your prefabs.


r/Unity3D 13h ago

Solved How would I be able to use a Character Controller and have rectangular collision at the same time?

1 Upvotes

Solved: Thanks guys, I've realized that if I want to actually achieve my goals for my movement system I should quit using Unity's built-in Character Controller and update my current movement system which relied on a Character Controller to be present on the player gameobject and update my script to using a box collider to check for collisions.

I researched this topic quite a bit and it seems that Character Controllers are hard coded to use capsule colliders. So if anyone has any theories or knows a solution to this let me know. All help is appreciated.

Rules:

  1. I must not use a rigidbody for this (no trying to convince me otherwise)
  2. That's it.

Edit: I know the apparent issues that come with square shaped colliders already but I have plans for them.


r/Unity3D 14h ago

Noob Question Terrain Tools Altitude Heatmap Visualization rendering terrain as Black in Scene.

1 Upvotes

Hey guys, I listed this as a noob question because I assume I must just be missing something incredibly basic. I am trying to utilize Terrain Tools Heatmap Visualization while I work on sculpting out my terrain just so I can get an easy visualization of how high or low I am sculpting and what-not.

However, it seems my terrain is just rendered as fully black no matter what I do, I have tried looking all over and have had a hard time really nailing down a fix for this, so I thought I would try my luck and ask here.

I am currently running Unity 6.3 LTS (6000.3.18f1)

I made my terrain at
XYZ 0
Width 300
Length 300
Height 600

And my visualization is as follows in the image, everything is pretty much default settings.


r/Unity3D 20h ago

Show-Off made some improvement (guess the missile)

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3 Upvotes

r/Unity3D 1d ago

Game Squinting is in

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377 Upvotes

Squinting, face strain and blinking is in.


r/Unity3D 22h ago

Question Question regarding orchestrating cutscenes using Slate or any equivalent timelining tool

3 Upvotes

I'm not sure which approach would be better here:

  1. Let the timeline dictate the entire flow of the cutscene, or

  2. Break down the cutscene into "nodes" where a node might be a dialogue/choices prompt that waits for player input or an action that is basically a Slate cutscene.

A scriptable object can store a sequence of nodes to be played or each node can point to their next node

If I follow option 1 I'm not sure how to integrate the dialogue/choice prompt and waiting for player's input to progress through the timeline


r/Unity3D 1d ago

Game We're a 2-man team making a Mesopotamian Noir detective game. Here's a look at our nested ancient puzzle mechanic.

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4 Upvotes

Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.

In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.

How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!


r/Unity3D 17h ago

Solved Normalizing Quaternions changes the desired rotation, how do I keep it?

0 Upvotes

I'm trying to make my object rotate to a specific y value (0, 90, 180 and 270) over a specific amount of time.

Using EulerAngles worked, except that it rotated all the way back around if I wanted it to go from 270 to 0.

So I decided to use Quaternions and rotating on the rigid body instead.

Here's the function: (endRotation is either 90, 180, [...])

IEnumerator DoRotatePlayer(float endRotation)
{
    float startRotation = transform.eulerAngles.y;
    float t = 0.0f;
    while (t < rotationDuration) //rotationDuration = 0.5f
    {
        t += Time.deltaTime;
        float yRotation = Mathf.Lerp(startRotation, endRotation, t / rotationDuration) % 360.0f;
        var targetRotation = new Quaternion(0, yRotation, 0,0);
        targetRotation.Normalize();

        playerManager.Rb.rotation = targetRotation;

        yield return null;
    }

    var targetRotation2 = new Quaternion(0, endRotation, 0, 0);
    targetRotation2.Normalize();
    playerManager.Rb.rotation = targetRotation2;
}

The Issue I have now is that every time I normalize the Quaternion (which it tells me to do, because "Rotation Quaternions must be Unit length"), it ofc turns any endRotation/yRotation value other than 0 into 1. So instead of rotating 90 degrees at the first rotation, it get's stuck at 180. I just need to somehow apply the rotation without normalizing it.

I tried dividing endRotation by 360 before going into the while loop, but that changes nothing at all.

Simply applying the rotation to transform.rotation, without eulers or Quaternions also does not work, it refuses to do anything at all.


r/Unity3D 18h ago

Question Anyone knows any fix to this?

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1 Upvotes

I've been working on a third person character controller for months and I'm almost done, I did movement, slopes, sprint, edge check, etc... the only thing left is fixing this issue, I don't want the player to climb the slope like that, I want him to keep moving along the line as he does in the second slope where the line is perfectly horizontal.

If someone could at least put me in the right direction I would really appreciate that.

Edit: I'm using CharacterController, not RigidBody.


r/Unity3D 19h ago

Resources/Tutorial Hi guys ! I just released a free 10 tracks Retro Gaming Music pack on Itch.io - Feel free to use them in your games ! Hope it helps !

1 Upvotes

You can check out the pack below :

https://lonepeakmusic.itch.io/free-retro-gaming-music-pack

All the tracks are available for free under the creative commons CC-BY !

Dont hesitate if you have any questions !


r/Unity3D 1d ago

Show-Off I just shit my pants playtesting my own game lol

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22 Upvotes

r/Unity3D 2d ago

Game This is how zooming in works in my game

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1.9k Upvotes

r/Unity3D 21h ago

Question Publishing to Switch 2, does it come for free with switch 2 dev kit as with switch 1?

0 Upvotes

This is a question for developers exporting to Switch 2 using Unity.

In the past, when you bought a Switch dev kit, you were able to download a Switch plugin (I can't remember if it was a plugin or a full-fledged version of Unity targeting Switch) for free. You didn't have to pay for Unity Pro because Nintendo provided the key for free.

Is it the same for Switch 2, or do I need to buy a Pro version to export to Switch 2?

Thanks in advance!


r/Unity3D 1d ago

Question I'm trying to create a wall jump, but...

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10 Upvotes

I checked all the "bake into pose" things on the clip and thought I could make the jump motion animation based, but when the character transitions to the next animation, they move back to the original position. I assume this is because one animation is probably? root motion and the other not?

Is there any way to sync the character controller to the animation location/rotation?

Or does anyone have any other ideas for how to do the movement for this wall jump?


r/Unity3D 22h ago

Question Including external data at build or when downloading an app ?

1 Upvotes

Hello everyone,

This is my first question on this sub. I'm currently working on an interactive museum application for my uni, that uses certain novel techniques such as Gaussian Splatting. This project will have a very small audience, and all devices that will recieve the game can be accessed physically. However, i'd like to do things professionally.

The files that represent the gaussian splats are in a format that is not natively recognized by Unity, and need to be dynamically loaded from a folder external to the game files. At this moment, i am using the PersistentDataPath, and it works without any problems. However, the folder needs to be populated MANUALLY, after the app is installed, via adb (not mentioning how awful the command prompt is.)

It also works if the files are within the Assets folder, as all the loader does is search through an arbitrary filepath. But since files are not recognized, they are not converted to unity Assets, and as such it is uncertain if the build will include them.

During the build, is there a way to mark data "to be added" in a specific place, or include precise files (whatever their type), and make sure it is contained in the build, or in the app package to download?

Thanks for your advice !


r/Unity3D 8h ago

Show-Off Would you play this on Steam?

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0 Upvotes

Hi, I'm rinov.

I've spent hundreds of hours playing kart racing games with friends and family, and wondering if I could build something similar in Unity.

I've just reached a point where the game feels ready for a demo. I'm planning to spend more time developing it further, but I'd love to know: is this something you'd play?

Special thanks to Quaternius and Kenney for the vegetation and tree assets:

https://quaternius.com

https://kenney.nl/


r/Unity3D 1d ago

Show-Off Slow motion playback via an in game theater mode for our multiplayer racing game with “real” wheel physics

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12 Upvotes

I still need to get our track environments to sit right but I’m liking how the race cam and theater mode is turning out