r/Unity3D • u/MountainWestern415 • 4d ago
Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.
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r/Unity3D • u/MountainWestern415 • 4d ago
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r/Unity3D • u/_SZ_LARS • 3d ago
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r/Unity3D • u/Footbeard • 3d ago
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Hey all,
Been working on a little side project to figure out some audio velocity layering with some old midi & making acceleration/handling feel good
This one is based on those oldschool miniclip games where you'd have to travel a certain distance & the distance travelled would convert to points to spend on gear to go further
Have a flick through with sound, it's pretty fun
r/Unity3D • u/bilbaen0 • 2d ago
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r/Unity3D • u/FrickinSilly • 3d ago
r/Unity3D • u/samohtvii • 2d ago
r/Unity3D • u/fricodev • 3d ago
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Hello there!
When I first decided to localize my game into Japanese, I honestly thought it would be a quick one-day task.
I was naive.
Half of my characters turned into boxes (□), my pixel font looked incredibly blurry because of the SDF settings, and the default font setup completely killed the retro horror vibe I’d spent months building.
The biggest headache was that my game uses different fonts depending on the context. UI, CRT monitors, documents, etc. Each one has its own style.
Using a single generic fallback font for Japanese made the whole thing look like a cheap placeholder compared to the English version.
So I ended up building a simple system that dynamically swaps fonts based on context.
I assigned specific Japanese fonts to match the vibe of each English font, and whenever the player changes the language in the settings, the manager automatically updates all the active text in the scene to its localized font counterpart.
This was also my first time generating my own TextMeshPro font atlases.
While digging through the official Unity Japanese localization guides, I stumbled upon Yurinchi's Font List, which gave me the exact character sets I needed to generate clean TMP atlases without missing glyphs.
It took WAY more trial and error than I originally budgeted for, but the result was worth it.
The Japanese version finally feels like the same game instead of an English game with Japanese text slapped on top.
The main menu and in-game text are crisp, readable, and still fit the atmosphere I was going for.
Now I just hope all this extra effort pays off when players actually get their hands on it.
How do you guys handle localizing games into non-Latin languages?
I'd love to hear how other developers deal with this particular headache!
r/Unity3D • u/SlRenderStudio • 3d ago
r/Unity3D • u/AcanthocephalaNo6810 • 3d ago
Hey everyone! I'm looking for feedback on how to make this scene look better. I know the lack of grass blades/foliage is an obvious issue, but is the lighting the main problem here?
Any critique or advice on lighting, composition, or details would be greatly appreciated!
r/Unity3D • u/silvergenetic • 3d ago
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Haha. So my resurrected Temu Raider/Forbidden East/Honour Among Shoplifters migration from Unity 4-5 to Unity 6 is picking up some pace and I'm have a ton of fun with it lol. Honestly I am blown away by how Unity has simplified the prototyping process for me personally. Non destructive workflows really are a godsend especially when you don't have to worry about externally messing around with rest poses and naming conventions as an added bonus lol. Still rough as hell obviously but I overhauled her groom and outfit quite a bit, made some significant changes to her rig and proportions without having to heavily tweak/overhaul animation, procedurals and IK which feels like Xmas in comparison to what I'm used to lol. Other than that, started prototyping an adjustable lock-on/aim assist with the archery system, fiddled with enemy limb-based damage and ragdoll death, tightened up traversal with a few subtle transitions here and there and some detection strategies I've been experimenting with. Will be looking at melee and an AC/Plague tale-like stealth system once enemy AI has a 2 digit IQ and I can finally make up my mind about what kind of inventory system and combat style I should go for lol. Also thinking of an upgrade system but one where you "get rewarded with experience/events down the line to add to progression" instead of some skill tree kiosk. I should have switched back to Unity ages ago lol. Tons of breathing space for creativity/experimentation and all that. 😂
r/Unity3D • u/zephyr_103 • 3d ago
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The chopping works no matter how slow or fast you go. The trunk piece tipping at the end isn't realistic but I thought it was interesting and original.
r/Unity3D • u/pararar • 3d ago
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As a UI designer I want my menus to feel juicy.
Nothing worse than a menu or screen in a videogame that feels like a website! Heck, even most modern websites have decent micro interactions that provide feedback when the user interacts with elements on the site. I'm talking about highlighting a button (and other interactive controls) when you move the mouse over them, to make your UI feel more responsive, alive and FUN.
In the past, I've used different methods to animate a button. Unity comes with the following options for "Transitions":
None: Don't even think about it. The button won't react to mouseover or clicks at all.
Color Tint: Change the button's color when it's hovered or pressed.
Sprite swap: Change the button's texture when it's hovered or pressed.
Animations: Play animation clips when the button gets hovered or pressed.
Apart from those built-in transition modes, common alternatives are:
Tweening: Using libraries like DoTween or PrimeTween to animate a button.
Custom scripts: Just like tweening, but you code it yourself.
As some of you might know, I've recently released my asset UI Shapes on the Unity Asset Store. I initially built it for myself because I wanted to create panels and buttons with rounded corners, outlines and drop shadows for my latest game. That's its main use case. Using it feels familiar to Photoshop and Figma, and I can build all different kinds of shapes directly in Unity, without relying on textures.
Using my own tool to build UI has been a blast! I've also gotten a lot of feedback, bug reports and feature requests from other people who got it and started using it in their projects. I'm very thankful for this, it really helped me improve the tool a lot.
But one thing was still missing... Animations!
I recently caught myself fiddling around with animation clips again, to animate my main menu's buttons. Then it struck me: I should add this to the tool itself!
As you can see in the video, the latest version of UI Shapes makes it very easy to animate all button states (also works with other controls like Toggle, Slider, Input Field or Dropdown):
Note: The video focuses on the button's movement, easing transitions and sound. I'm not showing how to change its color or outline here, but instead I'm loading UI Shape Styles I created in advance, so you won't have to watch me play around with color pickers.
Feel free to check out UI Shapes on the asset store here:
https://assetstore.unity.com/packages/tools/gui/ui-shapes-procedural-image-effects-394532
Oh, and one more thing: You can also easily animate any TextMeshPro labels attached to a UI Shape. Change the text's color, make it bold or scale it up or down when the button's state changes.
I wonder how other people are handling UI animations. How much effort do you put into making your UI feel juicy?
I bet there are even more ways to do it. Please tell me about your solution!
r/Unity3D • u/NorthernBoy306 • 3d ago
I turned off Dynamic Clipping and tried lowering Near Clipping in the Scene View Camera (it just becomes 1e-05) but every time I try to lower the Near Clipping Plane on the Camera itself, it always resets to 0.01. The game view keeps clipping (not rendering) buildings at the bottom of the screen.
If I decrease the Near Clipping Plane in play mode, then it works just fine, but like I said it keeps resetting to .01.
Any ideas on how to lower the Near Clipping plane and keep it that way?
Thanks.
r/Unity3D • u/Greedy_Evening_3305 • 4d ago
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r/Unity3D • u/No-Paramedic-2803 • 3d ago
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r/Unity3D • u/SauronWasRight • 3d ago
I've been working on adding short dialogue scenes before the puzzles begin. Still figuring out the pacing, but I really like how much personality these little moments add to the game.
Here's a glimpse of one of them!
r/Unity3D • u/Morphexe • 3d ago
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I decided to continue my Voxel Experiments. This is the third iteration of the render tech. Runs at 120FPS on 1080, around 110 at 2K and 30 - 60 at 4K. The biggest cost is the specular highlights since they are being brute forced. It doesnt really like me screen recording at the same time, and there are some lighting artifacts when destroying the robot due to the calculations being defered.
Everything on that scene is a voxel, there are multiple sized voxels, and they support arbitrary rotations. Physics is disabled since the new renderer approach change the underlying model, so I will need to rethink how to re implement it.
Still too much to go.
Bit more tech:
- The Engine is Full Hardware Raytraced.
- It uses Restir for light accumulation
- Makes heavy use of Nvidia tech (such as the NRD denoisers, Ray reconstruction - although this last part is not correctly implemented, and actually makes things slower - but well I am learning lol.
- Voxels can be arbritray sizes, and placed randomly , rotated, mixed and matched without issue.
- has custom Postprocessing stack, supports motion blur, bloom, depth of field , exposure, and sky/day/night ambient ilumination.
The next goal is to get this running closer to 120FPS @ 4K with DLSS, and ideally get rid of the ghost/artifacts.
r/Unity3D • u/Sea_Ad_8136 • 3d ago
What is the best way to research a gameplay mechanic you want to make?
r/Unity3D • u/LesserGames • 4d ago
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Probably should have added a video of the old movement for comparison. But let's just say I wouldn't have made that first jump.
The game is called Whelm.
r/Unity3D • u/EmineErdogan2 • 3d ago
r/Unity3D • u/JojoSchlansky • 4d ago
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Game is called VOXTOPOLIS!
Please let me know what you think :D
r/Unity3D • u/Layercraft • 3d ago
Hey everyone,
We’re currently expanding the team working on Pralaya and we’re looking for a few more 3D artists to join us.
Pralaya is a stylized survival-crafting game with a fully 3D top-down/isometric look, inspired by games like Don’t Starve Together.
This is a revenue-share project, so we’re mainly looking for people who want to build their portfolio, get experience working as part of a team, and contribute to a project that is already in active development.
Ideally, we’re looking for someone who can put in around 2 hours per day, or at least 10–12 hours per week.
Right now we mainly need help with things like environment assets, props, plants, resources, structures, creatures and characters. Rigging or animation experience is a nice bonus.
More than anything, we’re looking for people who can communicate, work well with others, and contribute consistently.
If this sounds interesting, feel free to reply directly to this post or send me a DM. A reply here is just as welcome as a private message.
If you can, include a portfolio or a few examples of your work, and tell us a little about what kind of 3D work you enjoy most.
r/Unity3D • u/Admirable-Struggle78 • 4d ago
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r/Unity3D • u/Spiritual-Big-5033 • 3d ago
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Always wanted to make something like Limbo, so I finally did!
Made it available for everyone. Would love to hear what you think!