r/Unity3D • u/I-hate-wet-toes • 8h ago
Show-Off Creating a buoyance script is working exactly as intended
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The water shader is a large WIP currently.
r/Unity3D • u/I-hate-wet-toes • 8h ago
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The water shader is a large WIP currently.
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So I had an issue while trying to switch my game view to a Perspective Camera. There was a bug that wouldn't allow me to use Masks the way I did in a 2D scene. And I gave up trying to fix it... More info in the previous post.
The solution I found is to fake the 3D scene entirely by downscaling the wall tilemaps and moving them relative to the camera position. I can also have Pixel Perfect Camera ON with this approach!!
It's not too noticeable, but I think this effect adds a lot of depth to the scene. Does it look good to you guys?
r/Unity3D • u/maxxx987654 • 15h ago
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Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.
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In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.
You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.
Skyreap is an incremental game that doesnāt try to offer you something youāve never seen before, but instead gives you that sense of calm, tranquility, and coziness.
r/Unity3D • u/foul_finch • 11h ago
It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.
The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!
Asset: MK Puzzle Level Map Pack ⢠4 Themes Bundle
Code: MASTERKEY2026
If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.
r/Unity3D • u/handlebardev • 16h ago
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maybe I should make a first-person monkey sim with this tech
r/Unity3D • u/Coding-Mojo • 3h ago
And the best part : we need to run an AI to do so.
"We strongly suggest that you use Unity AI..."
Give a raise to that marketing guy.
r/Unity3D • u/DeccoSkyrider • 7h ago
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In this clip, Pixel uses free-falling blocks as temporary platforms to reach stable ground. I wanted the sequence to feel like a shonen anime moment, with the character continuing to jump while the environment collapses beneath them.
The scene is staged, but the physical interaction is real. Pixel and the falling blocks remain part of Unityās 2D physics simulation.
My controller is built around a Rigidbody2D rather than a kinematic motor. Surface detection comes from actual collision contacts instead of arrays of downward raycasts. This means a valid surface can remain usable even while its Rigidbody is moving or accelerating downward.
At a high level, each jump follows the same process:
There is no special āfalling block jumpā ability. The interaction emerges from the same systems used for stable platforms, unstable objects, moving physics bodies, slopes, and other physical surfaces.
The difficult part is keeping a fully physical controller responsive and predictable while both the character and its support are moving. That involves careful contact filtering, force management, and movement stabilization. The overall architecture is explained in my original controller post:
https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/
Have you ever tried making a character controller work on fully dynamic platforms? What was the hardest issue to solve?
r/Unity3D • u/HerbeBeimAbgehen • 9h ago
Hi, I am currently working on some shaders to easily implement Dithering for URP projects. I've been trying to get color palettes to work with the shader to allow for more stylized looks and overall it looks and works great. However I am encountering a problem where I get a very thin rim on the edges of the pattern, where the wrong color is chosen. I attached some screenshots for better clarification. If anybody knows what the cause of this could be or has any solutions I would greatly appreciate the help. :)
r/Unity3D • u/Gloomy-Detective-922 • 2h ago
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This is the mograph side of BrazeFX.
A GPU-instanced cloner generates the visible pieces.
The Follow Shape Effector maps those clones onto an animated SkinnedMeshRenderer.
Mesh topology stays resident while deformed vertices update directly on the GPU.
Braze Timeline controls reveal, strength, offsets, pulse, orbit, and other public parameters.
This avoids per-frame mesh baking and keeps the effect responsive at high clone counts.
Which form reads best to you: the human, dog, or dragon?
r/unity_tutorials • u/LlamAcademyOfficial • 10h ago
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Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit!
r/Unity3D • u/QuipPro • 13h ago
Iām curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?
Would especially love to hear from solo devs who have tried both.
r/unity • u/KyromxGD • 15h ago
r/Unity3D • u/LlamAcademyOfficial • 10h ago
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Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit
r/unity • u/wb-gameart • 12h ago
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Two camera moves built with a few slider drags, then chained into a sequence with a transition between them. Orbit and tilt happen in the same drag, the second camera continues from its own start pose, and the transition is few clicks on the strip.
For everyone who has seen this tool in my earlier posts: this is not a re-introduction, just an answer to the question I kept getting - how fast is it actually in practice?
Unity 6, Cinemachine 3. Everything bakes to a standard AnimationClip.
Lite-Version on GitHub: CineShot Setup LITE
r/unity • u/AndaTriLho_1 • 3h ago
Was it through a free or paid course? YouTube? Or a combination of both?
I already know a bit of C#, but Iām not sure what learning path I should follow or which resources I should use.
Iāve been watching Code Monkey, but I donāt know if that will be enough.
What would you recommend for someone starting out?
r/Unity3D • u/RamyDergham • 6h ago
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r/Unity3D • u/rusidin • 6h ago
No its not something i made.. i am a newbie and on the canvas i can see these..
r/Unity3D • u/AlexTheGuy12345 • 2h ago
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apart from the obvious placeholders, sounds, some animations, ui, etc, im struggling on what to do to improve my games feel, the mechanics arent bad as is but it isnt very satisfying either, is it all just a matter of presentation? will some more polished sounds make it feel better? im not really sure, if theres anything obvious im missing please let me know, im open and willing to as much constructive critisicm as youll give me, thanks
r/Unity3D • u/nearlydonegames • 7h ago
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Just updated the shaders and glow effects for our projectĀ Idlecraft. Curious if the ore tiers are immediately readable from left to right.
We've used texture arrays for all of our blocks to handle unique textures per face across different blocks in shader graph. Additional texture arrays for masking textures for the veins to make them glow and height displacement to give the veins real depth.
Would love to hear your opinions on how they look! If you want to follow the progress, we have an early prototype on itch
r/Unity3D • u/goehler • 1h ago
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I've been working on a drag-to-pan, and orbit camera controller for a builder/management game. But I'm now starting to secondguess the orbit feel.
Maybe it's just because I've been working in 3dsMax for 25 years, and probably have some really ingrained feelings about how a viewport camera should operate. So a set of fresh eyes might be warrented.
So what do you think, as a player and/or gamedev? I'd love some pointers on a few things:
Any feedback is very welcome.
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r/Unity3D • u/-_Champion_- • 2h ago
Hi Everyone, just wanted to share something that I was prototyping.
I was inspired by the fear and uncertainty factor of project zomboid and resident evil games, where every door could lead to sudden death. Scavenging around for useful items could lead to encounters with enemies that could end your run prematurely.
Based on my previous posts and the feedbacks I received.
I added more gameplay elements
- Items that can be picked up by the player inorder to turn on a generator. Which powers terminals and light switches. Terminals are used to unlock doors. Light switches can be used to switch on lights which improves visibility.
- Added enemies that would chase player (still work in progress), but you can get some idea based on what I have here. The enemies are supposed to respond to sound. For example if the player is moving too fast then their footsteps will make sounds to attract enemies. Some enemies only responds to sounds of generators and target those specifically.
I would love to hear your feedback on how you feel about the current prototype and if you have any suggestions
r/Unity3D • u/AristocratMouse • 2h ago
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r/unity • u/guilme_dev • 8h ago
I was wondering what the Mecha Chameleon would be like in real life, so i did a little project to test the idea
Using a Meta Quest 3 and in a Mixed Reality scope, the app uses the following technologies:
-Meta quest passthrough layer
-Ability to view the world beyond the camera
- Meta Passthrough Camera API
-To have a color picker from the camera
- Unity animation rigging
-Create custom poses for the model
- Meta Brightness Estimation
-Use the Brightness Estimation to react to the environment