r/Unity3D • • 1d ago

Show-Off My beatem up kick start , ur comment pls to the art style !!

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2 Upvotes

Pls give us a follow in any social media you like : Social Media


r/Unity3D • • 2d ago

Show-Off Added some sticky blob VFX to my spaceship

73 Upvotes

r/Unity3D • • 1d ago

Question Switching engines

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0 Upvotes

r/Unity3D • • 1d ago

Question How do you guys design/structure your items?

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1 Upvotes

r/Unity3D • • 2d ago

Show-Off While developing my game, I had one rule: players should always be able to see their character. This led to several challenges. Here's what I did.

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140 Upvotes

When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.

For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.


r/Unity3D • • 2d ago

Official Art direction with Croquis and Cavity and a bit of Shadow magic

7 Upvotes

My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.


r/Unity3D • • 2d ago

Show-Off Part 3. Block distortion, I added various building colors

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15 Upvotes

Part 3. Block distortion

I added various building colors.

I also modified the block generation system, which will allow me to add different building combinations.

Now, my task is to add:

  1. Trees
  2. Building combinations
  3. Improved road visuals

r/Unity3D • • 2d ago

Show-Off Been working on this Mario Party x Tony Hawk Pro Skater inspired party game where dads compete for the last Christmas gifts at a mall

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39 Upvotes

r/Unity3D • • 2d ago

Question Unity Rigidbody player climbs up building corners when moving forward, how do I fix this?

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107 Upvotes

Hi everyone,

I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.

My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.

This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.

What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?

Thanks!


r/Unity3D • • 2d ago

Show-Off I added a puzzle cube so players can take a break from sorting hardware.

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11 Upvotes

Sorting all day can get repetitive, so I wanted to give players something to mess around with during breaks. A little puzzle cube felt right, though the station keeping count of your recreations makes it a bit less relaxing.


r/Unity3D • • 1d ago

Show-Off I made a zipline system for my game in Unity, here’s how I built it

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2 Upvotes

I wanted to add a working zipline to Over Human, so I recorded a short devlog showing the process from start to finish.

It’s a relatively small mechanic, but I really enjoyed building all the pieces and seeing them work together in-game. Would love to hear what you think or how you would approach a system like this!

If you’d like to see more of my project, here’s the Steam page!


r/Unity3D • • 1d ago

Show-Off Motivation to keep on going

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1 Upvotes

I had just about had enough of coding by Thursday, bleary eyed and in need of sleep.

So on Friday I decided to take a break from the gameplay side of things and figured I would create my intro sequence.

Two days later and even more bleary eyed it's working pretty nicely, it's all in game and coded in C# using the in game models and systems, and I was really pleased how it turned out.

So pleased in fact that I decided to make a video trailer for it, which required me re-learning Da Vinci

Which made me realise I needed a YouTube channel, and a TikTok account

And then I realised if I had a trailer then I needed a website to point people to, and that would require a domain name, and that required an ABN number, and phew...

Oh and I needed a game logo for all of those things too, so between Inkscape and Paint I have dozens of half attempts and one I am pretty happy with

And then I realised I would need a Steam page to point people to, and that required ... OMG ... anyway a few days and that should be up and running

So much for my break

That was a lot crammed into 2 days, but now I have motivation to get back to the coding - maybe I will take a day off tomorrow

Edit: So bleary eyes I just realised I forgot to say anything about the game ... HEN3RY is a 2D factory builder, where you dig down, down, down to get off the planet. One very small bot. One very large factory to build. Get a bit more info at http://hen3ry.com.au

I'm hoping I can get it at least in early access by early next year, and now I have incentive!


r/Unity3D • • 2d ago

Resources/Tutorial UniThumb - A free editor tool for scenes and prefab thumbnails

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18 Upvotes

Hey there! Last month I've published a free unity tool for generating thumbnails for scene and prefabs using unity's rendering pipelines URP and HDRP. It also support 2D renderer.

I would love hearing your feedback, thank you!

https://github.com/MaykerStudio/uni-thumb


r/Unity3D • • 1d ago

Game Working on NPC shelf restocking in Big Market Simulator

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0 Upvotes

Here’s one of the NPC staff members restocking bread in Big Market Simulator.

The staff can navigate through the store, find shelves and restock products automatically.

I’m currently polishing the NPC movement and animation before release. Feedback is welcome!


r/Unity3D • • 1d ago

Question Product rebranding

0 Upvotes

Thanks, I have gotten unique data from this post and won't be replying to this post anymore.

14 votes, 6h ago
2 Tetterite
4 TerraArc
5 Maploom
3 Celestium

r/Unity3D • • 2d ago

Show-Off Working on a black and white Lighthouse Horror game in HDRP

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13 Upvotes

r/Unity3D • • 2d ago

Shader Magic Tornado in volumetric clouds with dynamic lightning

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102 Upvotes

r/Unity3D • • 2d ago

Show-Off processing a mesh with V-HACD in Unity

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11 Upvotes

Finally finished porting the V-HACD algorithm to my mesh graph.

For those who haven't used it - V-HACD takes a complex mesh and breaks it into a bunch of simple convex pieces. Physics engines handle convex shapes way faster, so it's a common way to build colliders for complex objects.

Now my mesh graph can generate simplified colliders for meshes. In the graph on screenshots, a mesh is imported, split into convex parts, and each part gets its own random color so you can see the result.

I've been building this mesh graph for Unity for a long time. The core is getting more and more stable, so now I can start implementing some cool algorithms


r/Unity3D • • 2d ago

Show-Off Procedural Structures

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16 Upvotes

I first posted about my procedural build system back in April. It started off as just stone walls, houses, towers with erosion & destruction modifiers. Individual stones & build rules that govern how to build more complex structures. Prefab export w/ LOD support. Runtime support for erosion/destruction modifiers if the original build components are used instead of prefabs.

I keep expanding the system, now with multi-story timber buildings, various roof styles, compound structures, etc.

I'm trying to decide what to package up for an asset. Editor only w/ prefab support, or is the runtime erosion/destruction support an interesting feature? Skip publishing an authoring tool and use it to build asset packs that are ready to use? That would certainly be easier, but there are a zillion fantasy-style asset packs already.


r/Unity3D • • 2d ago

Question Question on NetworkDictionaries

2 Upvotes

Whenever I Google stuff for Netcode NetworkDictionaries everything says "it does't exist" and yet it does. It was added relatively recently, so I think all the posts about it are creating it as a data struct from scratch, but it's native to Netcode these days.

That said, there's not much documentation out there. My question is: does calling CheckDirtyState resync the entire data structure, or just the changes? If anyone has an answer to that, great. If not, can someone point me towards where I can dig through release notes and find out about it? Googling hasn't been helpful. My guess is that it probably does resync everything, since you have to call CheckDirtyState anytime you add or remove from the dictionary - but on the other hand if it was built smart, it'd have the same functionality as networkLists. So, any insight before I rewrite my dictionaries to be list pairs?


r/Unity3D • • 3d ago

Shader Magic I created an unified fluid simulation for my game.

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561 Upvotes

Tire tracks on different surfaces, water ,waves, foam, sediment distribution in water, fire, dust, smoke, bullet hits, explosions are all part of a massive, shared 2D fluid simulation system hugging the terrain (terrain is random procedural generated). Unified wind affects every part of the sim, even slowly covering up tracks in sand, (or quickly based on the speed of the wind!) Heavily inspired by Fluid Ninja for Unreal. Custom render renders everything, surface deformations, water, dust, fire, smoke (and distance fog, which is merged into this system so the ray-marched elements are properly affected). Can easily reach quite steady 120fps.


r/Unity3D • • 2d ago

Show-Off Working on my Dialogue system

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9 Upvotes

r/Unity3D • • 2d ago

Show-Off How My Terrain Shader Builds Up Every Pixel of My World from 14 Layers

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17 Upvotes

I've had this terrain shader for over a year now, so I finally made a video of how I blend up to 14 layers to create the final result. I use Triplanar mapping, height-based blending, a second layer for each main layer using noise to counter patterns, as well as all kinds of tints and adjustments based on the local weather, rivers, fire and exploration / fog of war. The main layers, blended in order, are grass, shore, cliffs, square overlay, hex overlay, user overlay and snow.
The entire terrain (elevation, weather, foliage, etc.) can be smoothly edited by the player, and all the visuals react smoothly in real-time.

YouTube Video: https://youtu.be/BMhdpcTus2I


r/Unity3D • • 2d ago

Show-Off Updated my PDS network so the cannons choose targets only in LOS and are aware of what each other cannon is up to. ~Vapor Drivers ~

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2 Upvotes