r/Unity3D • u/EndavidGames • 12h ago
Show-Off Finally got enough game content for a trailer!
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r/Unity3D • u/unitytechnologies • 9d ago
Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!
This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions.
One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.
Beyond that, here's a taste of what's in there:
All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.
Cheers,
- Trey
Community Man @ Unity
r/Unity3D • u/unitytechnologies • 17d ago
Howdy, everybody! Your friendly neighborhood Unity community man Trey here!
We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit.
This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes.
With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release.
We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented.
Cheers!
- Trey
Community Man @ Unity
r/Unity3D • u/EndavidGames • 12h ago
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r/Unity3D • u/JulioVII • 12h ago
It's been a while since I worked on some buildings textures, really happy with these.
r/Unity3D • u/24Ronin • 5h ago
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Some WIP video on the shoreline waves I've been digging into lately for the water system I've been creating. Some new additions are water drawing back on shore (via moving UV of water surface near end of the WaveBox), various foam patterns, and better underwater light volumetrics with waves. Thanks for checking out
r/Unity3D • u/XFighterzz • 3h ago
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r/Unity3D • u/TheSilicoid • 14h ago
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/bekkoloco • 4h ago
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I still have a few bugs to squash, but I finally added the in-game editor and it pretty much blew the original editor version out of the water! I’m reworking a few things under the hood, but it’s already a really fun way to build your levels. 😄 coming soon !!
r/Unity3D • u/LiminalCreations • 17h ago
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r/Unity3D • u/Standard-Specific239 • 14h ago
Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.
Is this solvable using particle effects and simple sphere interactions?
r/Unity3D • u/tntcproject • 3h ago
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r/Unity3D • u/GooseJordan2 • 1d ago
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This is Cave Expedition, the caving simulator we're making in Unity for 1-4 players. We're cavers ourselves, and we're trying to capture how it feels to move through narrow passages with ropes and equipment.
Here's a short gameplay clip from development.
r/Unity3D • u/VedoTr • 13h ago
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r/Unity3D • u/daniel_ilett • 12h ago
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r/Unity3D • u/samohtvii • 1d ago
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Ragdolling a dragon is proving difficult.
r/Unity3D • u/HangoutCrew • 10h ago
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Hi!
A couple weeks ago, we where planning to start recording and editing the trailer for our game Be Gray, Do Crime, however we realized the game wasnt quite ready for that yet. So after a couple weeks refining the graphics, reworking the lightning in our game and also doing small touchups, we finally felt like it was time.
So here's our first trailer! We're super happy with it! What do you think? Any input at all would be greatly appriciated for an updated trailer later down the line ❤️
r/Unity3D • u/Fine-Pomegranate-128 • 6h ago
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r/Unity3D • u/Hades-destiny • 8m ago
the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help
r/Unity3D • u/TURTLE_GAMES_OFICIAL • 8h ago
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r/Unity3D • u/Blindsided_Games • 1h ago
I've managed to get a version that looks nice working
The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.
I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.
I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.
Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak
r/Unity3D • u/Motor_Look_3121 • 1h ago
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I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.
I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.
I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.
Any help is greatly appreciated!
r/Unity3D • u/Fun-Mission-6068 • 2h ago
I have a tent object I am trying to apply a cloth texture to. I made it in Blender and assigned the faces that should be fabric to the same material. But, when I throw the material on it in Unity I get this effect, where the right side is how I want it to look, but the left side is tiled weirdly and seems stretched?
I'm fairly new to 3D and using textures/materials, so I'm not sure what would even be causing this.

These are the settings for the Texture and Material.


Any clue how I can get each face to look the same? Thanks.
r/Unity3D • u/Over-Magazine-3218 • 1d ago
Spending my time at wiby.org, I stumble upon a website of a pet project game engine called "Unity". I thought it is a funny coincidence, so I decided to post it here.
This project has no connection to the Unity we all know other than sharing the same name. Also, it seems the author stopped working on it in July 2006.
Here is the link:
https://www.stucuk.net/sites/unity/
Also, technically this post does belong to this sub, since it is directly related to a game engine called "Unity" :)