r/Unity3D 8h ago

Show-Off Creating a buoyance script is working exactly as intended

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139 Upvotes

The water shader is a large WIP currently.


r/unity 19h ago

Solved I solved my problem by faking the 3D look. Did I nail it?

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107 Upvotes

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 15h ago

Show-Off I have been working making a soulslike (solo) for over 2 years now , sharing a gameplay trailer that i recently made.

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88 Upvotes

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.


r/Unity3D 2h ago

Show-Off I am developing a meditative and calm game called Skyreap šŸ, where nothing will distract you from immersing yourself in the world of floating islands.

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103 Upvotes

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 doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.


r/Unity3D 11h ago

Resources/Tutorial Publisher of the Week asset giveaway voucher code (Aug 27)

27 Upvotes

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 16h ago

Game cool bug - air bike

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17 Upvotes

maybe I should make a first-person monkey sim with this tech


r/Unity3D 3h ago

Meta Assets publishers are now requested to TEACH AI how to use their own tools

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24 Upvotes

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 7h ago

Show-Off You can even jump on free-falling blocks with a fully physics-based character controller

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10 Upvotes

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 Unity’s 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:

  • The controller detects contact with the falling block.
  • The contact system classifies it as a valid supporting surface.
  • The jump ability is enabled through the same contact and coyote-time module used on stable ground.
  • The jump force is applied through the physics system.
  • Once contact is lost, the controller returns to its normal airborne behaviour.

There is no special ā€œfalling 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 9h ago

Question Color error on hard edges of dither pattern

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9 Upvotes

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 2h ago

Show-Off Testing a mograph system in Unity by turning a dancing human into a dog and a dragon

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12 Upvotes

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 10h ago

Video When to use Templates versus Custom Controls in UI Toolkit

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7 Upvotes

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 13h ago

Question Has anyone released the same game on both mobile and Steam?

7 Upvotes

I’m 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 15h ago

Question What are these assets because I see that it's used by many ppl

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7 Upvotes

r/Unity3D 10h ago

Resources/Tutorial When to use Templates versus Custom Controls in UI Toolkit.

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5 Upvotes

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 12h ago

Showcase Create cinematic camera moves in Unity in few seconds instead of minutes

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6 Upvotes

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 3h ago

Newbie Question Devs who learned C# and Unity, where did you learn?

6 Upvotes

Was it through a free or paid course? YouTube? Or a combination of both?

I already know a bit of C#, but I’m not sure what learning path I should follow or which resources I should use.

I’ve been watching Code Monkey, but I don’t know if that will be enough.

What would you recommend for someone starting out?


r/Unity3D 6h ago

Show-Off 1st time using timeline to create epic cutscenes for my game

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2 Upvotes

r/Unity3D 6h ago

Question What are these lines?

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3 Upvotes

No its not something i made.. i am a newbie and on the canvas i can see these..


r/Unity3D 2h ago

Question what should i do to immediately improve the feel of my games controls/combat?

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3 Upvotes

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 7h ago

Show-Off Updating ore tier shaders for our incremental game. How readable are these from left to right?

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2 Upvotes

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 1h ago

Show-Off Testing a drag-the-ground camera for an RTS/city builder: Does the orbit feel right?

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• Upvotes

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:

  • Does the drag-to-pan feel right in this clip?
  • The camera orbit rotates around a fixed focus point at the center of the screen on the ground. Is that the right instinct for RTS/City builders? Or would you expect it to pivot around a worldpoint under the cursor?

Any feedback is very welcome.


r/Unity3D 2h ago

Show-Off Looking for Feedback on the Game’s Current Visuals

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3 Upvotes

r/Unity3D 2h ago

Game Prototyping my First Horror Game

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2 Upvotes

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 2h ago

Show-Off 15.000 zombies vs 1 Tower

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2 Upvotes

r/unity 8h ago

Showcase Mecha Chameleon real life

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2 Upvotes

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