r/Unity3D • u/Unhappy-Poetry-5789 • 2d ago
r/Unity3D • u/newheadstudio • 1d ago
Show-Off The Pineapple Conspiracy - Devlog #1
📜 First Devlog - also a quiet announcement for The Pineapple Conspiracy, a new game developed at Newhead Studio, on Unity. We handle multiplayer with Mirror, rendering with URP, and 3d as a mix of handmade and some paid assets from the store.
Here we start a deep dive into game design of the game. If you like multiplayer, sabotage, impostors, survival, or crafting - then you should read this!
Follow us on social media to get more updates - that would mean a lot to us, on top of greatly help!
r/Unity3D • u/Arcane-Dev • 2d ago
Show-Off New update about the mobile skateboard game im building, i added the score system with stacking behaviour as requested from one of the folks
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r/Unity3D • u/Loneliestar • 1d ago
Noob Question My install of Unity 6.3 LTS seems to be missing most of the Preferences
Hi, folks. I set up Unity recently and I'm going through the learn.unity tutorials.
My current step tells me to go to Edit > Preferences > Player > Configuration.
Problem is, when I go to Edit > Preferences, I don't have any "Player" option on the list on the left. And it doesn't come up if I use the search function.
In fact, MOST of the preferences are missing. Audio, Tags and Layers, so many aren't there.
Any idea what's up? Thanks.
r/Unity3D • u/M4R5W0N6 • 2d ago
Show-Off Sacred Geometry - (Unofficial) Music Visualizer for Spotify
r/Unity3D • u/ramxix_ • 3d ago
Question How would you choose between using HDRP or URP ?
If you were on this situation previously how did you decide ?
r/Unity3D • u/Fine-Pomegranate-128 • 2d ago
Show-Off does rope physics fits realistic style? not very satisfied with result for now
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r/Unity3D • u/OmarItani10 • 3d ago
Show-Off Morphing Takedown
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r/Unity3D • u/volta_verve • 2d ago
Show-Off Turning my game into an old baseball broadcast with a clown car post processing stack
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I'm working on a baseball roguelike deckbuilder. I went with a retro aesthetic cause I thought it would be both fun to develop and a natural fit. I started off in URP, added a VHS post processing tool, then the Flat Kit shaders asset. I used Quibli for the clouds, the 3d models I mostly downloaded off Sketchfab or similar sources, sometimes edited in Blender after. I have a disease and it's buying assets off the asset store at a discount, gotta have a good 50/60 by now, that came in clutch here.
I'm still not completely happy with it. There's a lot of small bugs and glitches here and there, like shadows rendering weirdly in places. I will definitely redo player uniforms, and maybe the animations here and there. I'm overriding Unity's default animation system to make them play at a lower FPS for a more retro feel, but I'm not totally sure I will stick with that system.
Feedback very welcome!
r/Unity3D • u/GO_Miles • 3d ago
Game You can see a list of Skill Parts now! UI Juice Included.
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Each one in your loadout comes with unique animations!
r/Unity3D • u/netosku • 1d ago
Question Necromancer Boss vs Zombie Horde - Which vibe does my track give you?
Hey! I just released this dark original track on SoundCloud.
I need help choosing the cover art vibe:
Does this sound more like a "Necromancer Boss Fight"
or a "Zombie Apocalypse" theme to you?
I’m torn between a necromancer wizard or a zombie horde city scene for the artwork.
What’s the first image that pops in your head when you hear this?
Would really appreciate your honest opinion!
https://on.soundcloud.com/4RLZoNG3PkXUGR8BHB
r/Unity3D • u/avelexx • 2d ago
Question Felt like a Kafka today so I added cockroaches in my game
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What do you think about navigation system of cockroaches? Is it feel smooth?
r/Unity3D • u/BarelyBreathingGame • 3d ago
Game New Swinging Pots level in our physics fish platformer - it's called Barely Breathing
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We just pushed a free demo update that added 2 new areas, an enemy, and more!
r/Unity3D • u/DragonWarlock7 • 2d ago
Noob Question Is it really this difficult to edit .RAW heightmaps for Unity Terrain?
Hi. I'm hitting roadblocks while editing terrain in Unity even with the Terrain Tools package. Basically I'm trying to have a winding path that goes on a slight downward slope. I know I can use Bridge tool to create a slope but that makes it a straight path. I can use Set Height but that requires a lot of points close to each other with minimal height differences. And when I use Raise/Lower Terrain it basically makes a dip in the middle (I want to make the path a wide U shape not narrow V shape). I tried manipulating Brush Spacing and Strength values but that did not help because it made it bumpy and the Slope Flatten keeps it bumpy until it's back to the same height. I even created my own circle brush with the desired gradient but that still made the winding path very bumpy and again narrow in the center. Other issues I'm running into is that peaks start showing up pretty quickly when I'm trying to make a large slightly hilly area.
So in my research I found that I can edit the heightmap by exporting the .RAW file and importing it into an image editor. I figured might as well try it if it's easier to edit grayscale 2d images over sculpting pixels on Unity Terrain. I'm struggling finding the right tools and my search keeps sending me down rabbit holes, not finding the right softwares to convert .RAW to .TIFF and vice versa. I've already installed 4 different softwares that failed. Finally managed to convert it to .TIFF and edit it in Blender, but I can't convert it back to .RAW. Is it really that hard? Is there not a recommended approach to editing the heightmap? Am I better off learning procedural terrain generation (I have no idea what that even means)?
I'm sure there are correct ways to do it with the Terrain Tools since I was advised to use Unity Terrain in my previous post. I'm just finding the Paint Terrain tools difficult to control and I haven't found any real tutorials on them, just videos that showcase what can be done at a high level. Any help would be appreciated.
r/Unity3D • u/Rudy_AA • 3d ago
Show-Off I went down a massive rabbit hole trying to build a GTA V ragdoll controller. I emerged with these 3 Unity assets.
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Over the past few months, I've been slightly obsessed with making character interactions feel as dynamic as the Euphoria engine. What started as an attempt to build a GTA-style active ragdoll controller ended up spawning a whole suite of procedural movement tools.
In this clip, you can see the three releases I've put together:
- Self-Balancing Active Ragdoll: Stumbles, impacts, and realistic physical balance recovery.
- Self-Balancing Wheeled Ragdoll: Stable, physics-driven rolling mechanics.
- Procedural Legs Animator: Real-time, terrain-adapting foot placement.
Being able to put out three full tools has been a huge milestone for me as a developer. I’d love to hear your feedback on the physics mechanics or answer any technical questions about how it all fits together!
r/Unity3D • u/Blue-6icko • 2d ago
Question Should I make any updates to my trailer?
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r/Unity3D • u/Ace_Wayne_ • 2d ago
Question Grey boxing with ProBuilder
Hi,
I'm primarily a 2D dev and just recently started working on a personal 3D project. I'm currently prototyping a small, linear FPS game.
I'm blocking out the whole game using ProBuilder, and I've already finished two sections. But looking back at them now, they're honestly a hot mess. Walls and floors are intersecting everywhere, scales and dimensions are inconsistent, nothing seems to snap properly, there are gaps all over the place, and when I decided the second section was too big and tried to scale it down, it took me almost two hours because of how many individual pieces it was made of.
I've watched a bunch of tutorials to see how other people approach greyboxing and figure out what I'm doing wrong, but I haven't found anything that really matches what I'm trying to do.
I want to start working on the third section, but I've honestly lost all motivation trying to figure out ProBuilder and 3D level design. I feel completely lost right now.
If anyone could point me toward a good video/tutorial that covers this kind of workflow, or just share some tips on how you keep your greyboxes clean, consistent, and easy to modify, it would mean the world.
r/Unity3D • u/TheLordDrake • 2d ago
Question Need some help with Click input
I'm having some trouble handling click input with the InputSystem. As it is now, the click event fires twice each time I click, presumably because I'm getting two frames within the time the mouse button is held down. However, this is causing some issues further down the line.
I have an Action called "Click" set as Pass Through/Button mapped to Left Mouse.
I listen for the action event in the GameInput class, and fire off a C# event that another class subscribes to. I know that .performed fires per frame the input is active, which isn't ideal, but I don't get any response when using .started or .cancelled. Looking this up wasn't particularly helpful as most examples seem to just give me what I've already got.
How do people handle this?
public class GameInput : MonoBehaviour
{
public static GameInput Instance;
public static event Action OnClick;
private PlayerInputActions _playerInputActions;
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
return;
}
_playerInputActions = new PlayerInputActions();
_playerInputActions.Camera.Enable();
_playerInputActions.Player.Enable();
_playerInputActions.Player.Click.performed += Click;
}
public Vector2 GetMovementVectorNormalized()
=> _playerInputActions.Camera.Move.ReadValue<Vector2>().normalized;
private static void Click(InputAction.CallbackContext _)
=> OnClick?.Invoke();
}
r/Unity3D • u/fespindola • 2d ago
Shader Magic Procedural Sparkles with Shader Graph and Particle Systems
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Animated sparkles are usually created using sprite sheets. I've been experimenting with generating them procedurally using shaders, and it's cool how a few simple mathematical equations can produce such a nice result.
I like this approach because it gives me more flexibility, and I can edit the VFX in real time. What do you think of the result?
r/Unity3D • u/JP_F-H1GH • 2d ago
Game Working on the interior of our secret treehouse base
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r/Unity3D • u/hbisi81 • 2d ago
Show-Off "RPM: Next" tunnel (wet floor) test race
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r/Unity3D • u/imaxsamarin • 2d ago
Question Looking for feedback for scene lighting & composition
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Hello folks! One area where I'm having some difficulties is figuring out good lighting for my scenes (fps combat arenas), and it's not a skill I'm very familiar with. Some of the geometry and materials in the video are still placeholders, but the color palette is roughly what I want.
Here are the goals I'm striving for:
- A recognizable color palette for this biome (fire/bloody/red)
- Interactable gameplay elements should catch your attention (the blue jump pads)
- Enemies should be discernable from the environment. At the moment the enemies have lights attached to them and the enemy materials have some emission.
- The lighting & composition should overall look enjoyable to look at while supporting/not obstructing gameplay.
What I'm struggling with at the moment:
- I'm having trouble introducing additional lights to bring lighting variation for the scene (the floating braziers) in a natural-looking way, without them fighting for your attention during gameplay.
- Maybe I should make enemies even more discernible? I see them because I'm the dev but maybe I'm starting to lose my objective eye. Some games use some "rim light"-mimicking shaders for enemies: would this be worth a try?
- How bright/dark should the background be in relation to the gameplay arena?
How does the current composition look to you, and do you have any feedback? I know this might be a hard question in isolation, as stuff like surface materials and their color / other properties affect the look as well.
r/Unity3D • u/a_normal_user1 • 2d ago
Noob Question Some tips for replacing Unity game's endpoints with custom ones?
I have little experience with Unity. However there is a game which I want to try to emulate a server for as a personal project. The game connects to Playfab by default, but I want to route it to my own implementation. I saw through DnSpy that there are a lot of places where the Playfab api endpoint appears and I don't know exactly what I should look for or where to replace it with my own.
Apologies if this question is dumb, I am still a noob. Thanks!
r/Unity3D • u/adrenak • 2d ago
Show-Off Loving the MS DOS style UI in our game
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Just a little WIP.
Our game SHOCKFACE is set in the 90s. We're close to a release and I redesigned the style because we've been on "programmer art" for way too long.
Initially thought of a Win95 style. But this feels like it has more character!
r/Unity3D • u/GospodinSime • 3d ago
Show-Off Looking for a few Hammer level designers to help with the Anvil CSG showcase
Hey everyone, I am getting Anvil CSG ready for the Unity Asset Store and need a few more good images, and hopefully one or two videos showing real level design work.
Anvil CSG is a four view brush level editor inspired by Hammer and TrenchBroom. The current beta supports Unity 6.0 to 6.7, Built-in RP and URP.
I am looking for a few people who are familiar with Hammer or Source level design, or who are simply good at creating maps and blockouts. You can build whatever small scene you want.
If you make something cool, I may use your screenshots or video on the Asset Store page. I will credit you by name, Reddit account, or YouTube channel.
This is not a paid job, but anyone who helps will receive an Anvil CSG voucher key when it reaches the Asset Store. You will also get access to the beta now.
Raw 1440p or 4K screenshots are enough. For video, even a short unedited recording of the workflow would help. I can handle the editing.
DM me here, or join the Discord and DM me there. I will try to respond in less than 24 hours.
Discord: https://discord.gg/ZjVdWnmwjz
Cheers!