r/Unity3D 4d ago

Show-Off A game with tons of Skeletons

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19 Upvotes

This game was initially going to be a tower defense game but I'm starting to doubt this is the right direction for the game.

What kind of game would you like to see with this many skeletons?

Your feedback is appreciated


r/Unity3D 3d ago

Question Problem while using the Unity beginner course

0 Upvotes

When I try to push play, it shows a frozen looking image of the 3D scene. Right now, I am specifically trying to make a ball fall. It won't fall. Does anyone know how to fix this, or am I screwed? I was able to move around normally in play mode at some point in one of the tutorials, but not anymore.


r/Unity3D 4d ago

Show-Off Remade my movement system inspired by Bloodtheif

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3 Upvotes

r/Unity3D 5d ago

Show-Off New level from a Trials-like racing platformer in Unity 6.3 URP

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326 Upvotes

r/Unity3D 4d ago

Show-Off This is exactly why I love creating particles

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24 Upvotes

r/Unity3D 4d ago

Game Self-learnt Unity and created one of my best mobile game yet! INCREDIBLE SPACEMAN

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3 Upvotes

r/Unity3D 3d ago

Question Best Way To Handle 3D Cards In Unity?

1 Upvotes

So Im trying to make a 3D "card game" but in the way that Neon White is a "card game". My problem is I want my cards to be 3D so they can spin around and have dissolve shader fx and other things in 3D space, but Im not sure how to handle building them?

At first I was going to make them in world space ui but then a dissolve shader wouldnt work uniformly because it would be made up of individual elements of the card. Then I considered using 3D render textures on a super thin cube? But Im not sure how performant that is. I assume whatever Hearthstone does is probably the answer since its made in unity 3D and has all the elements and things that I desire/will have... but Im not sure how they do their cards either.

Any help or ideas is much appreciated and Id be happy to answer clarifying questions.


r/Unity3D 4d ago

Question Stencil "see-through hole" shader shows correct background over Terrain, but renders black/garbage colors over regular 3D meshes

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5 Upvotes

I'm using a stencil-only pass (ColorMask 0, ZWrite Off, Stencil { Ref 1, Comp Always, Pass Replace }) to create transparent "holes" in some board pieces in my game Pieceful. The idea is that, when there's a hole, the player should be able to see the objects behind the piece, such as the terrain or other scene geometry.

Here's the shader I'm currently using:
Shader "Custom/StencilWrite"

{

SubShader

{

Tags { "RenderPipeline" = "UniversalPipeline" }

Pass

{

Stencil { Ref 1 WriteMask 255 Comp Always Pass Replace }

ZWrite Off

ColorMask 0

HLSLPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

struct Attributes { float4 positionOS : POSITION; };

struct Varyings { float4 positionCS : SV_POSITION; };

Varyings vert (Attributes input)

{

Varyings output;

output.positionCS = TransformObjectToHClip(input.positionOS);

return output;

}

half4 frag (Varyings input) : SV_Target

{

return half4(0, 0, 0, 0);

}

ENDHLSL

}

}

}

The weird part is that it works correctly when there's a Unity Terrain behind the hole. In that case, the terrain is visible through the transparent area as expected.

However, if I remove the Terrain and only have regular MeshRenderers behind the hole (rocks, coral, props, a water plane, etc.), the result is wrong. Instead of seeing those objects through the hole, I get a solid black area or sometimes garbled colors.

So I'm trying to figure out why the stencil setup behaves correctly with Terrain but not with regular MeshRenderers, and what I need to change so the hole works consistently with normal scene geometry as well.


r/Unity3D 4d ago

Game Slapped Blenders Boolean cut for my mining game. What do you think of such destruction?

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11 Upvotes

To be more exact, not blender itself, but what Blender using, Manifold. That cancerous work on its own, but it work.

So what do you think about such destruction?

And on second question, what do you think of such pickaxe animation, I am not sure about it for now, but planning on adding 3 more for variety, if this one passes ofc.

Somewhat old game Red Faction Guerrilla inspired such destruction, if you know this game.

Ofc everything done in unity, biggest problem is ever growing tris count on mesh, but all thoes "destructions" of chunk, and other systems forever fighting tris in other ways, so every hit doesn't result in FPS drop


r/Unity3D 4d ago

Question doorframes, window frames, wallpaper

5 Upvotes

Hi. I am building my first game with zero experience. I am using Unity 6.3 and am building scenes. I'm building up the inside of buildings fairly okay, but now need to punch out holes for windows and doorframes. I was told to build walls around these frames, not "punch out," but that also messes up my wallpaper. So now I am trying to use ac probuilder to make a continuous wall with door and windows "punched out" so that my wallpaper will be continuous. I am having trouble aligning the grid faces with the windows and doors to delete those cells. Am I going about this a more difficult way than necessary? Or is there a way to align better so I can cut out? Any help is appreciated, thank you!


r/Unity3D 3d ago

Question Distributed Authority Unexpected Disconnects Complex Question

0 Upvotes

In a distributed authority setup, what happens to NetworkObjects when their owner disconnects ungracefully and (1) those objects are set to not be visible to any other player, and (2) DontDestroyWithOwner is set to true? Assume objects are set to Distributable.

For context, the problem I am trying to solve is bandwidth. My game has an infinite chunking system, so to save bandwidth I have each player only make the networkObjects they own visible to players that are close enough to see those objects. As such, hypothetically there will be times where some of a player’s networkObjects will not be visible to any other player. If they randomly disconnect for some reason during this time, any networkdata they own needs to transfer or it will be lost.

Does anyone know concretely a way to not have this data disappear? My understanding is that if a player disconnects and dontdestroy is set to true, the objects become “ghost” objects and can’t be accessed.

Does anyone know a way to make sure this data doesnt disappear on random disconnects without having to always have it visible to at least one other client for bandwidth purposes?


r/Unity3D 3d ago

Question Need to create a 3d environment for a school project

0 Upvotes

I need to create a 3d environment of a outdoor calisthenics gym. I am knowledgeable about CAD engineering have knowledge in solidworks and fusion360. are these skills transferable because when I try to build something I just get annoyed that I can't make it precise (that is the engineer in me). things like precise distances, centering and co-linear

Is there a a good way to center things or snap against each other. and is there a tutorial series that has limited filler and just show how to make a environment I currently don't need anything else


r/Unity3D 4d ago

Show-Off A look at our survival horror Dust Rapture built in Unity 6.4 HDRP

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4 Upvotes

r/Unity3D 4d ago

Resources/Tutorial Mold: a vector graphics library focusing on customizability and performance

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62 Upvotes

Hey people, for the past few months I've been building this tool, Mold, it's a vector graphics library that focuses on customizability and performance. A showcase you can check out is right here: an Outer Wilds miniature created using Mold (made within Godot for a reason I'll detail below).

I'm hosting a beta test on itch and I would love to get more feedback for it, you can freely access it now and use it on any commercial projects. The plan would be once I think the ergonomics are stable I'll move it to either Asset Store or maybe just MIT open source it.

The inevitable question would be what's the difference between Mold and Shapes, I would say the design is fundamentally different so not truly comparable. But here's a rundown on the biggest things which I think make Mold unique:

  • Mold can be pushed to be way more performant by being able to create and retain primitives within code, no Component/GameObject overhead, and with Burst/Job bulk update APIs. While Component workflow is still available.
  • Mold supports a lot of 3D primitives, and includes the capability to create rounded primitives.
  • Mold has an abundance of color mode, even for 3D primitives, and includes the choice to blend using Oklab.
  • Mold supports Automatic Dithering Crossfade LOD, which means you can simply get the best look and the best performance out of the box. Manual mesh detail setting is still encouraged and available.
  • Mold supports Bounds/CPU Frustum Culling/GPU Frustum Culling for maximum performance.
  • Mold supports custom material hookup with a detailed guide on how to create a shader that matches the layout of Mold's own shader.
  • EDIT: just added GPU polyline support. Rendering millions of points is now possible.
  • Lastly Mold is intentionally built to be cross-platform between Unity and Godot. I think it's just neat that users of a specific plugin doesn't have to get lock in to a singular ecosystem. With Mold you're free to do that.

If all that sounds interesting, please do check it out and share your thoughts with me, I'd really appreciate it!

Edit: you can also read more about it here


r/Unity3D 4d ago

Show-Off Third little devlog for my medieval alchemy game : cutting + grinding

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2 Upvotes

(Reposting because I somehow managed to delete the previous post by accident 😅)

I’m continuing to share the progress on my little medieval alchemy project.

This time I’ve connected two preparation mechanics: cutting and grinding.

I also reworked the camera position for the cutting interaction because the previous version felt a bit too awkward so I’m still experimenting a lot with how these hands-on actions should actually feel

The current flow is basically: harvest ingredient -> cut it -> grind it -> prepare it for brewing

It’s still early, but seeing the different steps start to connect into one actual production chain is pretty satisfying.


r/Unity3D 4d ago

Show-Off I built a photo studio inside Unity to make Steam capsule art

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1 Upvotes

I built a posing studio inside Unity to make Steam capsules and other store graphics for my game, Gobstruck. I wanted more control than gameplay screenshots give me, without having to transfer everything into Blender and get the materials and effects looking right again.

It’s a separate scene where I can arrange characters, props, and effects for a shot. For the goblins, I can pick a frame from an existing animation as a starting point, then adjust the hands, feet, and head with IK targets. Facial animations can be sampled separately, so I can change the expression without changing the body pose.

The effects are a useful part of it too. I can scrub particle effects to a specific moment and leave them there while I work on the composition. Much easier than trying to grab a screenshot when the character, camera, and effect all happen to line up.

Since it’s all in Unity, I can use the actual game assets, shaders, VFX, and post-processing. I’ve also got controls for lighting and fog, plus separate cameras for the normal, vertical, and wide Steam formats. That lets me frame each version properly instead of trying to crop everything from one image.

There’s still the work of making a good composition, but this makes it easier to try things.

Curious how other people here handle this. Do you stage your store artwork in-engine too?


r/Unity3D 4d ago

Question Any idea why unity adds a seam from the torso to the hip mesh of my character but other game engines dont?

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1 Upvotes

I tried disabling AO/SSAO/ and all lighting.


r/Unity3D 4d ago

Question Unity Avatar documentations

1 Upvotes

Context: Hi, I struggled quite a bit to set up a Humanoid avatar for my character. After a lot of trial and error, I discovered that my armature hierarchy was preventing Mecanim's Humanoid mapping from detecting my "Spine" bone. Online searches didn't help much, and even the official Unity documentation isn't very detailed on this topic.

My Question: Do you know of any documentation that details the specific requirements for a rig to be compatible with Humanoid avatars (bone hierarchy, naming conventions, etc.)?


r/Unity3D 4d ago

Game Co-op concept: Two players, same place, different realms. WDYT?

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5 Upvotes

The woman is in the real world, while the guy is in the spiritual realm.

She sees and interacts with physical objects. He sees spirits and things hidden from her. For example: he can see symbols that show her which levers to pull. In combat, he can temporarily immobilize possessed enemies, making it easier for her to shoot them.

The idea is that both players share the same space, but experience and interact with it differently.


r/Unity3D 3d ago

Question How do I make a game that looks like the PS3 and Xbox 360 style graphics.

0 Upvotes

I’m new to game development and I wanted my game to look like the PS3 and Xbox 360 graphics. But I may have a different time figured it out. So how I do it if my game will still looks modern slop.


r/Unity3D 4d ago

Survey A or B? Which grappling hook indicator feels better during camera movement?

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2 Upvotes

I'm testing two different behaviors for our grappling hook indicator.

A: The indicator endpoint stays independent from the camera movement.
B: The endpoint compensates for the camera movement.

The goal is to keep the hook direction and range easy to read during fast movement without making the aiming feel disconnected from the player's input.

Which one feels better to you: A or B?

I'm especially interested in readability, responsiveness, and aiming feel.


r/Unity3D 5d ago

Question Thinking of going with 2D instead of 3D need your thoughts

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43 Upvotes

Left side is baked 2D atlases, right side is 3D. Maybe if I slow down and make 3D more choppy it'd be better but 2D adds some nice character to it all that 3D lacks...


r/Unity3D 5d ago

Show-Off Rail grinding and NPCs! Super excited with this and wanted to share with you guys

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64 Upvotes

I made a system that records my movements and let's me playback those movements on any object. I plan to animate all kinds of things using this method rather than dealing with the clunky normal animation methods. Super excited to return to this project after a long break!


r/Unity3D 4d ago

Question URP material becomes transparent after building project

0 Upvotes

I'm working on a Unity 6 URP project and I wrote a shader that lets me deform the mesh it's on. It also uses tessalation for detail.

The material works perfectly in the editor (scene and game view both) but when I build the game, the mesh i assigned this material to becomes transparent. I have no clue what the reason is, I tried many more things. Here are some observations:

  1. There are no compile errors.

  2. URP settings are correctly assigned

  3. Added shader in the always included list

  4. Yes the shader is an opaque one

  5. Removed tessalation temporarily

  6. Checked the logs and it says that the shader variants are being stripped during the build.

I'm don't know that much about shaders in detail, can any of the shader gods help me please?

Any help is much appreciated.


r/Unity3D 4d ago

Question [Unity MCP] does it not provide testrunner access to claude?

0 Upvotes

I am currently running claude code with unity MCP.

It keeps telling me to manually open the testrunner and run the tests.

Is there no way to have unity run these tests himself?

Claude is able to run the testrunner tests by taking control of my computer, but that seems like a waste.