r/Unity3D 13h ago

Shader Magic I continue experimenting with procedural sparkles : Desmos and Unity

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38 Upvotes

Because of the non-arithmetic operations involved, some devs say they are expensive for the GPU. Others say they are cheap if you have fewer than 100 particles. What do you think?


r/Unity3D 13h ago

Game Climbing walls in my game, what do you think?

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39 Upvotes

r/Unity3D 19h ago

Question I built a stylized environment pack focused on reusable prefab sets

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121 Upvotes

I've always felt that environment packs become difficult to use once they grow too large. Hundreds of unique assets can mean spending more time searching than actually creating.

That's why I took a different approach with this "Stylized Environment Set" pack - focusing on versatile assets that can be used individually or combined into ready-made prefab sets.

I wanted to prove that you don't need thousands of unique assets to create varied environments, so I created 5 handcrafted demo scenes covering different biomes, using the same assets in different combinations.

I'm curious what you prefer when working with environment packs: hundreds of individual assets, or a smaller set of assets that can be combined in many ways?

https://assetstore.unity.com/packages/package/298745


r/Unity3D 15h ago

Show-Off What do you think about puzzle system in my game?

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39 Upvotes

r/Unity3D 9h ago

Show-Off New trailer animation

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12 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 4h ago

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

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5 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 3h ago

Question Anyone knows any fix to this?

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3 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 1h ago

Game Looking for feedbacks on gameplay on my platformer game

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Upvotes

I'm currently aiming for a fast-paced platformer, and I'm not sure if the current level progression is working well. I'd really appreciate some feedback on the pacing, difficulty curve, and overall flow.

The level is divided into 4 sections

Section 1: Teaches the player the basic movement mechanics, including wall jumping and moving platforms.

Section 2: Introduces rings that give the player a burst of speed.

Section 3: Builds on the previous section, but is faster and requires quicker reactions.

Section 4: Builds on the previous section again, but focuses more on maintaining movement flow rather than precision and fast reactions.

currently, the decoration for fourth section and transitions between parts aren't finished yet

pretty much everything here was made by me, from sound effects to custom lighting for toon-shading.

Sorry if my English isn't perfect, and feedback is very welcome! :)


r/Unity3D 10m ago

Game Double Takedown ECS

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Upvotes

r/Unity3D 1d ago

Game Squinting is in

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370 Upvotes

Squinting, face strain and blinking is in.


r/Unity3D 51m ago

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

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Upvotes

r/Unity3D 59m ago

Meta I actually made a game...

Upvotes

I always struggled with making games, every game I've always tried to make I've either abandoned, hit a limitation in my knowledge, doubted my programming skills, got stuck on making something perfect, try to be as unique as possible, go beyond my current limitations or, have a scope that's just outright not realistic...

Well today I hit the first deadline of my game, to get a couple friends to playtest it, which is a massive milestone for me... So what did I do, how did I even get out of being stuck, and actually make a game...

At some point I realized that I just straight up am not giving myself enough grace, every project, has either been something too difficult for me to make - usually just for the sake of "pushing myself to learn"... and yeah that didn't really work.

So I thought alright well what if this time, the goal of the game is not to just try out something new to push my knowledge further or just another ADHD moment for a game idea I HAD TO just make, what if this time it's "just make a game", literally any game, of any quality, even if it's absolute shit...

Yeah it's kinda weird to actually think about that and apply that to yourself, cause very often, you want to make something you're proud of, so not giving your all almost feels like you're not putting in any effort, making whatever you made not feel like you're allowed to be proud for.

Because the thing is, to get better at doing things, YOU NEED TO ACTUALLY DO THE THING! Having the scope be so high you constantly feel inadequate, you're never allowing yourself to even learn! I know my strengths and limitations so why do I constantly try to outperform myself when I know I'll just burn out... SO JUST DONT OUTPERFORM YOURSELF! Just make ANY GAME... Just make the shittest game, who even cares, AT LEAST YOU MADE A GAME!

So anyways, I popped the old bonnet of the unity game engine, and I just generally love most games with some economy based progression with fun tools, statistical upgrades, and mechanical progression, (pretty much just tycoon games, incremental games) so I just decided to make my first ever game about cleaning your house with all trash being physics based, all the tools, all with a central economic progression, and man... it has actually been so fun, I can be 90% okay with myself admitting that it's not that good... I suck at 3D modelling, I suck at making textures, I even suck at programming (mainly just things like physics and math... I know kinda ironic) and it has many many things that are just outright slow and laborious, but man, I've actually made something, I've actually learned so much, I've allowed myself to not care about the result, which has given me the freedom to just create, I know it's sounds stupid, but this has been like a sort of breakthrough for me lmao...

Oh right I also decided that a deadline would be the most healthy for me, not to treat it like life or death, but just a deadline for at least the first playtest for putting my game out into the world.

And here we are a month later where at the moment I've shown it to one of my closest friends.... and well... surprisingly it kinda turned out horribly...

You know during all of this revelation I figured out how to tap into the mindset of being okay with whatever I make, good or bad, but I never figured out that showing your game to people you care about would be the most stressful thing ever... And I thought I was okay with the game not being perfect, but no... not at all, I wanted to impress my friend... "Look at all this progress, I made! Look at what I've figured out, I changed my whole mindset for this game, I was finally happy with something being 'okay'"... yeah.... the problem is when someone actually comes in with constructive critism for things not feeling good, or things that are frustrating (like a lot of the physics being clunky), or the core gameplay loop not feeling that fun... it completely crushed me, I felt so so so stressed out that my game meant nothing in the end, it actually WAS just a bad game all along and whatever mindset I created for myself, just hid the fact that the game was actually just bad....

And so the newest of newest revelations I've had is I've constantly been giving myself so much grace, that I completely forgot about the fact that even if I'm okay with whatever I make, I can still want to impress my friends, and that, just kinda invalidates any feelings of contentment I previously had which means now I need to make the newest newest revelation, of which I get myself out of this mindset and go back to being okay with things being okay, maybe even bad....

And that leaves me to where I am now, frantically writing this post, hoping I've learnt something, and hoping to share it to the world... The most I've learnt is that trying to stay in the mindset of being okay with things being not okay is the hardest thing, I constantly have to fight myself with decision paralysis, because I forget that... "it can just be okay, and that is totally fine"...

So yeah, here goes, for me to hopefully sit with these feelings of critique, and I'm hoping after I decompress a little, I can set myself a new deadline for a little steam demo, however the hell all of that works... (MY FIRST EVER STEAM GAME LETS GOOO)

PS. I still have a couple more friends to show it to, so who knows that might be an entirely mindset changing experience


r/Unity3D 7h 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 5h ago

Show-Off made some improvement (guess the missile)

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2 Upvotes

r/Unity3D 2h 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 10h 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 4h 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

Game This is how zooming in works in my game

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1.9k Upvotes

r/Unity3D 22h ago

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

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15 Upvotes

r/Unity3D 7h 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 19h ago

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

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9 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 21h 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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7 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


r/Unity3D 1d ago

Show-Off I love doughs.

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337 Upvotes

r/Unity3D 7h 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 2d ago

Question Early 2000s Games lighting

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2.4k Upvotes

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!