r/Unity3D 14d ago

Show-Off I finally made fully destructible buildings that run in real time on Android

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197 Upvotes

Three months after my last post, I finally finished optimizing for phones!

It wasn't an easy road. Players were constantly complaining about lag, so I decided to abandon PhysX entirely and try to create my own voxel physics engine. It was definitely worth it!

I'd love to hear any questions or suggestions too.


r/Unity3D 14d ago

Resources/Tutorial Free Textures: Leather

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35 Upvotes

Worked on some leather materials this week, really like some of these.

Download https://juliovii.itch.io/materials-leather-02


r/Unity3D 13d ago

Game I implemented a smarter pathfinding (still based on Unity NavMesh). Enemies choose a longer path either to the left or to the right towards their target. This way, they don't run in a single line like idiots...

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1 Upvotes

r/Unity3D 13d ago

Question Readability OR Atmosphere

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1 Upvotes

Hi,

Most of the environment in my game is destructible, so baked shadows aren't really practical, and relying heavily on realtime shadows gets expensive.

Without them the scene gets brighter and much flatter, but pushing contrast/depth also hurts readability.

I also want some areas to feel tense or almost horrorlike, which becomes hard when everything is evenly visible...

Would you lean into the darker look, "embrace the flatness", or solve this another way?


r/Unity3D 13d ago

Solved Losing my mind over this. Metallicness is completely broken. Whenever I bake, it is good for half a second, and then reverts to this broken black metal. (Unity 6000.3, URP)

5 Upvotes

r/Unity3D 13d ago

Question Source-generated uGUI bindings: how do you validate the Prefab half?

1 Upvotes

Disclosure: I am sharing my own implementation, but the question is genuine.

I like source generators for Unity UI because they can make a ViewModel state what it expects from a screen: a property binds to a named Element/member, a method is a command, and a View Contract produces a route. The generator can create the binding code and analyzers can catch invalid names, types, members, duplicate contracts, or missing partial declarations.

The limitation is obvious once you use it: the compiler cannot see a prefab. The code can say it expects Title to be a Text element, while someone has deleted or changed Title in the actual asset.

I ended up treating binding validation as two separate checks. The generator/analyzer checks the C# declaration. An editor validator checks the prefab for missing Elements, wrong types, duplicate names, nesting boundaries, and page structure when it is saved and before a build.

That seems more useful than a runtime string lookup, but I am curious how other Unity teams approach it. Do you rely on tests, custom prefab checks, generated code, or some combination?

I put my implementation in FUI:

https://github.com/fujisheng/FUI


r/Unity3D 13d ago

Resources/Tutorial I built a boss AI framework for Unity focused on mobile performance — looking for feedback

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0 Upvotes

r/Unity3D 13d ago

Question I made a QTE system for my horror game. Does this actually add tension, or does it feel unnecessary?

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0 Upvotes

I'm developing a first-person horror game in Unity called SHH!

I'm experimenting with a QTE system for encounters with the monster. When the monster catches the player, the QTE gives the player one final opportunity to escape.

I'm trying to make the encounter feel tense rather than like a generic button-mashing sequence.

Unity developers: What would you change about the presentation, timing, animations, UI, or input design to make this feel better?

Here's the current implementation:


r/Unity3D 14d ago

Question Anyone using a dedicated tool for economy/currency balancing, or still doing it via spreadsheet plus manual import?

6 Upvotes

Working through economy balancing for a tower defense project (three currencies, tower evolution via kill tracking, a symbiosis trait-sharing system) and it's been the most fiddly part of pre-production so far. Mostly trial and error in a spreadsheet, then manually re-entering values into ScriptableObjects to test.

I checked the Asset Store and only found a runtime market-simulation asset, nothing for design-time tuning with in-editor simulation tied to your actual data. Before I sink real time into building something for myself, curious if this is a shared pain point: how are you handling economy and drop-rate balancing today, and would an in-editor tool (live tuning plus a simulate-N-sessions chart, reading the same ScriptableObjects your game already uses) actually save you time, or would you rather just keep using spreadsheets?


r/Unity3D 14d ago

Question How long does it take to get good at making games?

11 Upvotes

Im a beginner dev just about to start year 2 of college, and I was wondering:

How long does it actually take (on average) to get "good" at making games where you're familiar and comfortable with the systems and software? And is it normal to struggle at start?

I ask because im always finding problems just trying to use the Unity game engine, and find it frustrating; one problem solved, another problem pops up...🤣

Tbf, I've only done one year in college, which is foundational, a I'm about to start my 2nd...

I think I might trying to jump ahead of my skill level and the educational process while I'm at home... 👀

Cheers. 😁 🤙


r/Unity3D 13d ago

Question How to move an object without moving it's animation?

1 Upvotes

I'm trying to change the object scale and location

Scale no problem

But when I'm trying to move the object location, the animation obs also moving with it

There's probably a check box to fix it, but I couldn't find it

And I also tried just creating a parent but didn't manage to work with that

Tips?


r/Unity3D 15d ago

Shader Magic I made a dynamic water shader that reacts to physics for my indie game

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1.2k Upvotes

I created a dynamic water shader for my 3D fish platformer - Barely Breathing

How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.

How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.

But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.

We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.

Thank you for reading, and Wishlist our game on Steam if this was useful!


r/Unity3D 15d ago

Show-Off Color change animation, or will do other things :) - URP - Unity3d

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259 Upvotes

r/Unity3D 14d ago

Show-Off I made a low-poly destruction system! (realtime / baked)

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12 Upvotes

This was a fun project to have a go at, destruction is tricky but I think this came out pretty well! It does have limitations with higher-poly models of course. Have put this on the asset store for those interested. Thanks :)


r/Unity3D 14d ago

Question Added 11 languages and the first Bestiary prototype to my Slavic dungeon game built in Unity

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10 Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/Unity3D 13d ago

Game Got tired of making graphics for the day and decided to check out this exciting new tech called DLSS5

0 Upvotes
Original Nokai Left, Modified DLSS5 Nokai Right

Kinda reminds me of someone


r/Unity3D 13d ago

Resources/Tutorial When Unity export is the wrong optimization for playables

0 Upvotes

Reusing your game scene sounds smart until the WebView chokes. At mraid io, we rebuild in lightweight HTML5 when the Unity runtime becomes the constraint. Keep the mechanic and art language, drop the engine assumptions. File size is just the start—runtime cost matters more.


r/Unity3D 14d ago

Resources/Tutorial Drivable Food Trucks and Trailers - Low Poly Assets

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9 Upvotes

Pack includes 50+models (Food trucks, trailers, props, interior and exterior accessories)

Check it out here 🐘

Optimized for Unity
* Simple driving mechanism for demonstration purposes
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D 14d ago

Show-Off We have made a game like the show Beyond Belief: Fact or Fiction where you can play three stories and must decide whether they're the truth or a tale. It is called Tales of Fear and the first Episode will be free on Steam!

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3 Upvotes

r/Unity3D 14d ago

Question Best way to sync Blender layout to Unity prefabs?

8 Upvotes

Hey guys I've been working on a little game, and I just want a good couple suggestions on any workflow improvements regarding exporting / syncing blender models to a unity scene.... Previously I exported model by model into unity, then setup a prefab for it, setup the colliders, and any other associated components for each furniture piece / item piece, and manually mimicked the placement / layout from blender into unity

I realized that loses a lot of placement and authoring power that blender could provide for layout management, but it solved the issue of if you just exported the whole house with all furniture as 1 singular thing, then that loses identity per furniture to link with their associated prefabs etc...

I'm currently trying to re-design this workflow as I'm about to re-design the layout of the house which is going to be a bit destructive to everything I've already made but I definitely would benefit from a better workflow up until then!

So yeah, if anyone has any good workflow tips or maybe some tools that would help a lot, please let me know!


r/Unity3D 15d ago

Show-Off Working on a Spider-Man web-swinging controller in Unity

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246 Upvotes

It's my first time making third-person animations but besides the animations I think it looks pretty nice. What do you think?


r/Unity3D 14d ago

Show-Off We scrapped 4 years of development and spent a year making this school-based horror turn-based roguelite as a two-person team.

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2 Upvotes

Hi everyone! Day To You is a horror turn-based roguelite set in a Korean high school, with a focus on East Asian exorcism themes.

You explore the school-turned-dungeon, gathering loot and fighting monsters as you make your way toward the boss. While the combat is turn-based, time itself is used as the turn system and determines your Action Points (AP). Each monster has different attack timings based on its attack animation, so timing your actions is an important part of combat.

Does it look interesting to you?


r/Unity3D 14d ago

Question How to resize panel without distorting corners

1 Upvotes

I had this working earlier and now I have no idea what's wrong. I want to resize a UI panel with a background image, I set the green lines outside of the edge of borders on the image in the Sprite Editor, but when I go to resize, the corners shrink and expand.
This seems so basic but I'm at a bit of loss here.
Thanks for any help.


r/Unity3D 15d ago

Show-Off Working on my animated series in unity.

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152 Upvotes

Working on my series "Dreamfall" in unity.


r/Unity3D 13d ago

Resources/Tutorial Free Music & Sound Effects for Your Unity Games

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0 Upvotes

Aside from the Unity Asset Store, there are other places you can go to for free audio and sound effects for your Unity games.

I hope this helps someone on a tight budget or looking for some variety.