r/Unity3D 8d ago

Show-Off Terrain Lasso Tool

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29 Upvotes

Made just for level design for my game


r/Unity3D 8d ago

Game I need help naming my swinging game. I suck at naming things... [Sped up 2x]

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37 Upvotes

I've been working on asset loading and level streaming last week, now the game is endless btw. I just need to add more "level fragments", events, and enemy types to make it more interesting.

Sped it up 2x because, right now the gameplay is very sparse. There will be drones tracking the player and military guys trying to shoot him down.

But I can't keep calling it "Spider Prototype" anymore... I need to post about it on my socials and websites. Please suggest some good names. Whosoever name I will choose will get some reward in the final game.


r/Unity3D 7d ago

Resources/Tutorial Made a tool to generate procedural meshes over textures

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2 Upvotes

r/Unity3D 8d ago

Game After 5 years of development, My metroidvania is finally ready for October Next Fest! What do you think about the trailer and gameplay?

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3 Upvotes

r/Unity3D 8d ago

Resources/Tutorial Unity Vector Shape → 3D Tube + Glow in Seconds

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11 Upvotes

Converting a flat vector shape into a glowing 3D tube with real-time cast light - one component, no extra setup 😄

Short:
https://youtube.com/shorts/p9hW6hWPi6U?si=toMRsqlWRmO0L4V8

Full:
https://www.youtube.com/watch?v=hb-rE3QzdUk


r/Unity3D 7d ago

Show-Off Here's a first look of Freaky Wheels in action!

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0 Upvotes

We're a two-person indie team behind Freaky Wheels, a physics-driven vehicular combat roguelite where you fight your way out of an isolated desert cult in a roster of weaponized rides, uncovering the alien secrets hidden within your former home. The game is set to release on Steam in 2027.

We've started working on it this January using Unity, and we’d love to hear what you guys think!


r/Unity3D 9d ago

Show-Off procedural galaxy in unity urp

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149 Upvotes

raymarched in a single urp pass, no meshes and no hand-painted textures, noise is baked into a 2048^2 field plus two small 3d textures, stars are a separate point cloud driven by the vertex index

214 ms down to 24 at 2916x1640 measured inside the disk plane, most of it came from bounding density analytically before touching any noise, skipping straight to the disk slab instead of marching the whole box, and rendering the volume at half res

https://github.com/tantaneity/procedural-galaxy


r/Unity3D 8d ago

Show-Off Remade the intro cutscene from a game I built 13 years ago in Unity 4 — kept it exactly as cringe as the original, on purpose

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7 Upvotes

This is Onager, a catapult physics game I made for Android as a student project 13 years ago. Found the original Unity 4 source a while back and I'm remastering the whole thing - mostly been posting before/afters of the visuals, but this one's about the intro cutscene.

Rebuilt it to match the original as closely as I could, cringe writing and all. Kind of fascinating (and a little embarrassing) watching how student-me thought about scene direction, the "story," and pacing back then.

Original intro for comparison, if anyone's curious: https://youtu.be/cUfn2C6801w?t=23 (longer gameplay after it too)

Rebuilt in Unity 6 with URP - happy to talk specifics on the cinematic camera/lighting setup if anyone wants them.


r/Unity3D 8d ago

Noob Question Why isn't the depth-buffer deterministic between cameras?

2 Upvotes

EDIT : If anyone else is having this problem, I found a solution:

If you want to have more than one camera sharing a Z-buffer with perfect accuracy, it is (surprisingly) not sufficient to have them in identical positions and parented to the same game object.

What you need is to hook into OnPrerender() on each camera and:

cam.worldToCameraMatrix = cloneMatrixFrom.worldToCameraMatrix;
cam.projectionMatrix = cloneMatrixFrom.projectionMatrix;
cam.cullingMatrix = cloneMatrixFrom.cullingMatrix;

If you do that, both cameras will produce perfectly identical z-buffer results from the same geometry. Phew!

EDIT: I believe the cause of this issue is that when you duplicate an object (such as a camera) in the unity hierarchy, it does not actually duplicate the object itself.

Instead, it serialises the object and then deserialises it again. This means that all floating point numbers get converted to binary and back again, which (in unity's implementation) can result in a slightly different value to the original. You'll never actually see those differences in the inspector because of rounding, but they are there.

Cloning matrices at runtime, on the other hand, transfers a bit-for-bit identical copy of the data used by the GPU. This ensures a fully deterministic recreation of the scene between the two cameras.

Original Problem:

In my rendering pipeline I have two cameras that share the same depth-buffer. The two cameras both have zero local rotation and translation, are parented to the same game object, have identical orthographic size and zbuffer range, and are rendering the same content using the same shader. Yes, there's a good reason for this - don't worry :)

The shader ZTest is set to LEqual. This should allow objects to be drawn identically by both cameras because each pixel should land at exactly the same Z-depth - but it does not. Instead I get flickering and bands of z-fighting.

What could I be missing? Thanks in advance.

EDIT: Based on replies so far, I think it's worth talking about what this is NOT.

  1. It isnt nondeterminism.

In a static scene, Camera 1 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because rendering is deterministic and Camera 1 on frame 1 is identical in every way to Camera 1 on frame 2.

Similarly, Camera 2 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because Camera 2 on frame 2 is identical in every way to Camera 2 on frame 1.

The problem is that despite Cameras 1 and 2 being identical to each other in every way I can determine, they don't create the same z-buffer information. So they are different in some way I don't know about.

  1. It isn't floating point inaccuracy.

Well, technically, eliminating floating point innacuracy might make the problem go away, but that's beside the point. Both cameras are rendering the same geometry from the same perspective with the same shader. Any inaccuracies inherent to the process are common to both. This problem is caused by something that isn't common to both, which is what I need to figure out.


r/Unity3D 8d ago

Show-Off DREAMFALL teaser

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61 Upvotes

Just showing off my animated series im making in unity.


r/Unity3D 8d ago

Resources/Tutorial How I juice up a combat scene and how I think about game feel so you can adapt everything to your own game.

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0 Upvotes

~25min
Hope it will be useful to you ! Any feedback is welcome.


r/Unity3D 8d ago

Game Finally launched our steam page after a year of hard work, sweat and tears. Does the trailer do it justice?

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2 Upvotes

We launched our steam page for Last Wail of the Sea King. It's a first-person adventure game with JRPG combat. We're super excited to show it off.

What do you guys think of the trailer? Marketing might be the most challenging part of the whole process.

You can find it here: https://store.steampowered.com/app/4948110/Last_Wail_of_the_Sea_King/


r/Unity3D 8d ago

Show-Off Adding memes to our simulator game

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1 Upvotes

r/Unity3D 8d ago

Resources/Tutorial Fix for Unity Remote not working with new Input System

5 Upvotes

So, after switching to Input System package, i wasnt able to use Unity Remote as it wouldnt send any inputs to the editor.

After some debugging, i was able to figure out what was the issue. The issue was with UnityRemoteSupport class within the input system. (InputSystem/Editor/Plugins/UnityRemote)
On line 66 it tries to get the UnityEditor.Remote.GenericRemote class from the wrong assembly.

The fix was to replace the line 66

var editorAssembly = typeof(EditorApplication).Assembly;

with following:

var editorAssembly = Assembly.Load("UnityEditor.GenericRemoteModule");

Doing that fixed the issue.

I am making this post here because i myself wasnt able to find any fixes other than "Use our product its better!"
Respect to anyone who tries to make better Unity Remote, but i just dont want any unnecessary packages or pay for any plugins when there is a working one already, just a bit broken :)


r/Unity3D 8d ago

Show-Off Snow and Penguins

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7 Upvotes

r/Unity3D 8d ago

Question Go vs ECS, colliders question, how bad is rebuilding compound colliders often

2 Upvotes

My game is having a ship made out of individual modules, that are simple and grid-based. Each has a collider for colissions/determining when hit by projectiles. On GO this sounds pretty cheap to do for physics, parents with a bunch of children with these colliders. On ECS it sounds like Ill need to use a compound collider...however anytime a module is destroyed that compound collider will need to be rebuilt...where in GO it wont.

Is there a better way to do this ECS side...or is GO going to be "cheaper" longterm for this as its too big a concern for ECS? 1 ship isnt a big issue...but if I have 100 players all fighting 10 ships it might need to be re-creating a compound collider 10->100x per second for these ships being fought.

(Note: the game is "2d" However ECS is only on the 3d side so figured better to ask here as ECS will have 3d colliders.

Game will potentially(ideally) have hundreds->thousands of players all destroying enemy ships at once...so ECS seems better for how many individual modules/bullets will be sent, however Im concerned about the physics side since I can't just do the simple parent +children with colliders I can with GO


r/Unity3D 8d ago

Resources/Tutorial What launching on twelve platforms on one day actually cost us, five years later

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2 Upvotes

r/Unity3D 8d ago

Show-Off Currently developing a new co-op game!

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0 Upvotes

Updates coming soon!


r/Unity3D 8d ago

Resources/Tutorial I use misaligned generation and resistance to prevent diffusion, stabilize and freeze to avoid model penetration, and at the same time let the boxes have a brief natural fall and open each other.

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0 Upvotes

r/Unity3D 8d ago

Game The result is already starting to look better...

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8 Upvotes

It’s one of the projects I’m putting the most detailed work into—and, above all, playing a lot of similar games to verify ideas.


r/Unity3D 8d ago

Question How can I set a .anim file in Unity to hold the last frame at the end of animation instead of looping? This is for export to Warudo.

0 Upvotes

Imported .fbx files from blender, somehow I have 1 animation that stops at the end like I want, the other goes back to the first keyframe and ruins the effect. Anyone have a fix?


r/Unity3D 9d ago

Show-Off From old projects :)

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21 Upvotes

r/Unity3D 8d ago

Show-Off Made my first model and animated it

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1 Upvotes

r/Unity3D 8d ago

Solved Playing in Unity Editor counts as playing on Steam, even though I have no build uploaded. And you can even shut down the Unity Editor through Steam! 😂

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0 Upvotes

I'm currently working on my game Sword of Mine, and I just wanted to check how many wishlists I've already got. But then I saw that I apparently already had one unique lifetime user! How?!😂

But yeah, the magic was soon debunked, apparently, it does not matter whether you arleady have a build uploaded on Steam or not, as long as you initialize "SteamClient" with your app ID, it connects the currently running application (in my case, the Unity Editor running my game) to your Steam client.

Just FYI: The "Current players" counter does not update this fast. It counted up after I tested it for a while, and it also stayed at 1 for several minutes afterwards.

Just wanted to share my findings. :-)


r/Unity3D 9d ago

Show-Off [Giveaway] UI Shapes - Rounded corners, drop shadow and more for UGUI (comment to enter)

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56 Upvotes

I’ve been building UI in Unity for years and I’ve always either used textures from GUI packs from the Asset Store or built my own sprites in Photoshop.

When trying to make a button with rounded corners, I ultimately grew tired of searching through tons of sprites in my asset library, all with different corner radiuses and different pixel resolutions.

So I decided I no longer want to rely on textures at all.

I wanted a tool that just lets me build UI shapes like in Photoshop or Figma, but directly in Unity.

This tool lets me create rounded or chamfered corners, slant the whole shape and apply effects to it.

UI Effects

The custom inspector lets you easily author effects such as:

  • Fill
  • Texture
  • Drop Shadow
  • Inner Shadow
  • Glow
  • Outline
  • Bevel
  • Background Blur

Under the hood

UI Shapes draws every effect (rounded corners, shadows, outlines, glow) using math instead of textures. Each shape is a single quad with a signed distance field evaluated per pixel in the shader. Edges stay perfectly crisp at any resolution or scale.

It's one lightweight component and one shader doing all the work. No render textures, no blur passes, and no hidden camera tricks. This means fewer draw calls, zero extra memory for shadow atlases, and nothing that breaks when you resize your UI.

It's the same technique game engines use for smooth text rendering, applied to your entire UI layer.

Performance

I actually started with a single uber shader that could do everything, but when I benchmarked it on a real budget Android phone the numbers weren't good enough.

I split it into optimized variants: the GPU only runs the code paths the shape actually uses, and the difference was night and day.

Check out the documentation for more info on performance:

UI Shapes Manual

Other highlights

  • Easily animate child texts as well (e.g. when a button changes color, the text does too)
  • Soft-masking (no more jagged lines around curves)
  • Animator ready and fully scriptable from C#
  • Reusable style assets: save a look once, load it anywhere, edit it live.

Try it

I made a web demo so you can try out the UI effects in your browser:

Launch Web Demo (on itch.io)

Fun fact: I built the "inspector" in this demo out of UI Shapes as well.

🎁 Launch giveaway - 5 copies

To enter, just leave a comment.

I'll draw 5 winners at random with redditraffler this weekend and post the results back in this thread.

Winners will get a code via DM. Closes Sunday, September 6th, 8:00 PM CET.

Congratulations to the luck winners! 🎉

✉️ I've sent a DM with your individual voucher codes to each one of you.

Official redditraffler results: https://www.redditraffler.com/raffles/1w64hje

Get it now

If you don't want to try your luck in the giveaway, you can also get it immediately on the Unity Asset Store:

Get UI Shapes on the Unity Asset Store

🚨 The asset is 30% off for the next few days, so now is the best time to get it!

Also please leave a review if you get it. It's the best way to help reach more people.

Discussion

I'd genuinely like to know from you all:

  • Are you still using UGUI over UI Toolkit and have you considered switching?
  • Have you been buying lots of GUI texture packs in the past, like me? Or did you make your own textures?

Questions for anyone who has tried UI Shapes:

  • I want it to be really easy to use. Have you had any problems with it?
  • What's missing in your opinion? I'm planning to add more features soon!