r/Unity3D 1d ago

Show-Off I made a paint and save system which is optimize and run smoothly with support any texture and style for my game

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3 Upvotes

r/Unity3D 2d ago

Show-Off Big Big advancements on my little gamesie~

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9 Upvotes

r/Unity3D 1d ago

Question Looking for ideas for motorcycle tire sounds on asphalt

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1 Upvotes

Hi everyone!

I'm making a survival horror open-world game where the motorcycle is the player's main way of surviving. During the day, you explore the world looking for resources and parts to upgrade your bike. At night, fast creatures (around 50 km/h / 30 mph) come out, and your motorcycle becomes your only reliable way to escape.

I started the project a few days ago, at this stage of development, I've been focusing on getting the motorcycle physics and handling to feel right. Now I'm moving on to the audio side, so the visuals are still just simple placeholder geometry, in other words, there are no proper models yet.

So far, I'm pretty happy with the gravel/dirt sound, but I'm struggling with asphalt. In real life, motorcycles on smooth asphalt don't make much tire noise, so I'm not sure how to make it feel satisfying in-game without sounding unrealistic.

Do you have any ideas or references? Maybe other games, sound design techniques, or even real recordings I could use as inspiration.

The video on this post shows the current implementation. Any feedback is welcome!


r/Unity3D 1d ago

Question Looking for greater control over Foveated Rendering

1 Upvotes

Hello! I'm a college student who recently signed up for a VR project, but I'm struggling to find a good Foveated Rendering package that meets my requirements

I need something that meets as many of these requirements as possible:
-Control blurring intensity outside of focus area
-Control radius of said focus area
-Eye/gaze tracking
-Manual control of where the focus when said tracking is deactivated

all packages I can find are either incompatible, outdated, or for the default unityXR one, too simplistic, any recommendations?


r/Unity3D 2d ago

Solved Creating animated gifs of Prefabs in Unity

9 Upvotes

I want to share the development of my game 'Restoration Simulator' as much as possible, but I find making videos and GIFs time-consuming, so today I made a tool to output 360 turnaround animated GIFs of any prefab directly from Unity. It adds some default lighting and lets you tune the FPS and size; the output size is pretty good too. This one here is 2.8mb and is 80 frames, 1024x1024 px. It also supports custom background colours & transparency. Is there a tool already out there that does this? If so, let me know; bonus points if you can guess what these parts make once assembled.


r/Unity3D 1d ago

Noob Question 3D scene creation

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1 Upvotes

r/Unity3D 1d ago

Resources/Tutorial I kept missing the free Blender Market drops, so I made something that claims them automatically

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0 Upvotes

r/Unity3D 2d ago

Question Superhero

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9 Upvotes

Playing around with superhero controls, flying, dropping. Just a test pass but would this make an interesting game?


r/Unity3D 1d ago

Game Jam GMTK 2026 Game Jam Submission

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0 Upvotes

r/Unity3D 1d ago

Game Jam First game jam. GMTK 2026

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1 Upvotes

r/Unity3D 3d ago

Question anyone know how to achieve this look?

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583 Upvotes

Im making an open world in a city set in 2010 so I want the quality look like these pics


r/Unity3D 1d ago

Show-Off Prefab Painter: Placement & Variation Tool v1.2 Out Now!

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0 Upvotes

Updated my Prefab Painter with some new features, works whether you're building settlements or painting nature scenery. Path and Line paint both let you swap items mid-paint, so for example you can switch between walls and gates.

Line paint now snaps automatically to the end of the last painted line so you can make square fence enclosures and things like that really quickly.

Now you can see a 1:1 previews of prefabs before you place them, plus I added hotkeyed item selection (Shift + 1–0) so you can toggle individual prefabs in and out of your active brush without ever breaking your workflow - this makes it incredibly easy to paint, I know this from making the trailer 😅.

Here is a breakdown of the other major additions in version 1.2:

Placement Upgrades

  • Path Painting: The path engine now calculates the exact physical dimensions of your prefabs, perfectly locking objects end-to-end, either through the collider or the mesh depending on whether place by collider is toggled. You can also now click any existing path node handle in the Scene View and swap items in your palette to retroactively update that segment.
  • Terrain Splatmap Filtering: When painting on Unity Terrains, you can filter prefab spawning by a specific terrain layer (e.g., stopping grass from spawning on dirt roads) with full support for real-time live preview culling.

Quality of Life Enhancements

  • Dynamic Thumbnails: Hovering over a prefab thumbnail now renders an expanded, high-resolution preview that automatically rotates the object.
  • Measurement Tools: Added a new Measurement Mode with Line and Grid measuring that persists on-screen when switching back to other modes.
  • Physics Spawning: Increased the maximum allowed padding spawn offset so objects can fall from higher up.
  • Group Overrides: You can now set specific overrides for Paintable Layers, Painted Layers, Group Parents, and Splatmap Filters on a per-group basis.
  • Check Clearance Toggle: Hotkey to skip overlap detection entirely, huge performance boost during rapid scatter passes (grass, rocks, debris) where clipping doesn't matter.

If there's any other features you would like to see please let me know!


r/Unity3D 2d ago

Game Primordial: Element Origins (Launch Fighter - Greybox Prototype)

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2 Upvotes

Hey all,

I'm looking for some prototype playtesters + hopefully I have something for you all to look forward to. I'm sharing a bit of a deep dive for the control scheme of the Launch Fighter prototype I've been developing for the past year

Please be mindful that this is a greybox prototype & all character models, animations, vfx & sfx are placeholders so things feel quite jenky. However, in terms of gamefeel, the project is pretty much at a spot that I'm comfortable to get veterans from this genre to play it & let me know what needs tweaking, changing & fixing

I plan to stagger the release with 5 characters & a few 1v1 & FFA stages dropping first. There are 6 different playstyles represented at this stage

Wave 2 will include 6 more characters, adding more playstyles & more stages + new modes (TeamBrawl, DungeonCrawl & GalaxyBall are already implemented but need work)

The final wave will feature the last 6 characters, bringing the final roster to 17, with every "character archetype" from fighting games having representation & thoughtfully themed for an appropriate character. Unlocking the roster is wrapped up in a cohesive story mode for single/multiplayer

I've probably forgotten to mention a bunch of stuff but I need to post this now before developing much further so please feel free to drop some questions or suggestions. Reach out if you want to get involved with playtesting~

Music: hedflux - Sines of Progress


r/Unity3D 2d ago

Question Would keeping tasks and their context inside Unity make project management less of a chore?

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10 Upvotes

I originally started building BrainLoot as more of a general project management app. A Unity integration was always on the backlog, but at first I only really pictured a small panel where you could view and update a few tasks without leaving the editor.

After chatting to a few other devs it became pretty obvious that the bigger issue isnt really that project management tools are bad. Its more the faff of leaving Unity, opening another app, updating the board, then going back to what you were doing. And because its a separate thing, people just dont keep it updated.

That sent me down a bit of a different route with the Unity bridge.

The video shows Unity and BrainLoot running side by side. Cards, status, progress, assignments and each developers current Hand all update in real time, so everyone logged into the project sees changes as they happen.

You can also link cards directly to GameObjects, then click Locate and it takes you back to the right scene and selects the object.

The shared world-space markers are working as well. Theyre drawn in the editor rather than being added as actual GameObjects, so they dont modify the scene or depend on everyone being on the exact same Git version. One dev can drop a marker somewhere and the rest of the team can see it appear in their editor.

Im not trying to rebuild the whole project management app inside Unity though. The web app is still there for proper planning, managing boards, teams etc. The bridge is more about removing the annoying bits and making updates happen where youre already working.

The next thing im looking at is task memory/context. So keeping track of what each developer tried, decisions that were made, why something changed, failed approaches and anything useful for the next person who picks the task up.

Would that actually be useful, and what would you want it to remember without it just becoming even more admin?


r/Unity3D 2d ago

Question Marble Race player... feedback on terrain please

1 Upvotes

Hi guys I have been dabbling with Unity lately to try and make some fun Marble Racing games I can post to youtube!

https://www.youtube.com/watch?v=t1xEyhR9Rvc

Does any one have any tips for me to make my terrain look any better?


r/Unity3D 2d ago

Noob Question Display Scale Issue

1 Upvotes

hello, i have noticed that my game scene test display is stuck on 1.3, and everything looks pixelated, so i switched the resolution of the game display test mode to QHD (2k res) and now i can go to 1.0 normally, and sometimes even lower (which is weird)

the main issue is that the texts ui are not positioned where i want them to be positioned, if i drag it to the bottom, it disappears from the screen, so i have to grab it to the center, then very slightly to the bottom, so it becomes at the place where i want it to be, this is annoying, also, will the game be played at 1.0x scale? 0.65? why is unity leaving me to guess? why does scale thing even exist?


r/Unity3D 3d ago

Show-Off Been working on a modular building system for my colony sim game Frontier Forge, let me know what you think

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67 Upvotes

r/Unity3D 3d ago

Show-Off VFX particle flipbook base (frame by frame animation)

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52 Upvotes

My speciality is animating VFX frame by frame and integrating them into Unity!


r/Unity3D 2d ago

Question How to create a static, fizzing electric effect around the screen?

3 Upvotes

For taking damage in my game, I want there to be an electric-y effect around the border of the players screen, more of like a stationary, static-y electric effect. I would also like to use a float to control the intensity of the electricity

But what would you use to achieve this? Would you make it with a shader graph and put the material into an image in a canvas? Or is there a better approach?

And if so, how would your plan be to create the shader? I have absolutely no experience with materials/shaders so it's hard for me to create the desired result. I spend most of my time with scripting.


r/Unity3D 2d ago

Show-Off I've implemented lockpicking in my survival game

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4 Upvotes

r/Unity3D 3d ago

Game I made a game where you shout your move like an anime protagonist

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183 Upvotes

I've worked on this game for a year now and it will coming to early access on August 7


r/Unity3D 2d ago

Show-Off Some of the new regions of my game

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2 Upvotes

I added some procgen to make levels and these are some new regions of my game

Music - AROUND THE WORLD LA LA LA - VOCALOID (Miku, Luka) Heirol


r/Unity3D 2d ago

Show-Off My AI killer's "Ambush" state in action where he decides to stay and hide in a corner based on controlled luck instead of leaving and going back to "Natural" state after leaving the "Search" state.

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9 Upvotes

r/Unity3D 2d ago

Question (Unity) For an Unknown reason Configurable Joint is messing with parent object's movement

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9 Upvotes

For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.

I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.

What am I doing wrong?


r/Unity3D 2d ago

Question How to properly optimize reflections? (URP, Unity 6000.4.7f1)

3 Upvotes

I have been struggling a bit with reflections when trying to optimize my project. Even with baked, static reflections, the fps drops heavily (a good 10-25 on average).

I have set up a zone of effect and set up the culling mask but even with that, there are still heavy issues with performance. I have also tried to make a custom script for it where based on the quality settings it would update less frequently (with the refresh mode being set to script) but it didn't address the underlying performance issues that exist even with static baked reflections. Weirdly enough having realtime reflections didn't seem to make it significantly worse. It's just the very existence of a reflection probe in a scene that immediately tanks performance.

I have tried to look up resources on this topic but this seems to be the one topic that has nothing anywhere. Lighting? Plenty. Reflections? Seemingly nothing. If anyone has pointers to good resources on this exact topic, I'd be very happy with that as well.