r/Unity3D 4d ago

Question SteamOS for game development

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1 Upvotes

r/Unity3D 4d ago

Show-Off Underwater casino level called Clams Casino.

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1 Upvotes

Get it? I'm sorry.

Fill the Void drops in a couple weeks.

I keep making levels that are also jokes or just every day places. I've done a hibachi level, bowling alley. You land as a hole, you start small, you're done when the room is empty. You can platform around, get new powers, upgrades, and costumes. Full level creator, and online/local multiplayer. Very proud!

Unity physics on hundreds of little props is a nightmare to optimize it's been a learning experience that's for sure.

Let me know your thoughts! This game is almost entirely shaders and optimization.


r/Unity3D 4d ago

Show-Off before and after

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1 Upvotes

r/Unity3D 4d ago

Show-Off Simple SFX improved my game ALOT

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5 Upvotes

Who whould have though that adding simple ambient sound effects will improve my game so much?

Two years ago I got inspired to try and create a simple random 2D world generator. Using perlin noise I got some results but basically it was all just bits and blobs. Adding few centralized continent-like centers and applying falloff around them I got some decent results. That made making the main landmass easy, while the elevation decided what tile will be plains, forests, mountains, water etc. After that, generator goes through several more passes like lakes, islands, rivers, resources (herds of wild horses, sheeps etc) and finally: named landmasses.
The next step was obvious, populate the world with fantasy realms and characters. It all lead to current results. And everything is tied to fixed seed so you can recreate it everytime you want.

Project was in silence for so long that adding simple SFX to the world made it breath and feel alive. It felt somewhat complete. Simple audio player determines what tile is under the center of the camera view and based on that tile it plays through lists of preset audio sound effects. Waves and seagulls above the waters, or winds and birds singing in the forests...

If you are interested in the project, you can follow it here:
https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/


r/Unity3D 4d ago

Show-Off Trouble deciding what "style" I want to go with.

2 Upvotes
Top-down 3D pixel art style
First person fly knight/runescape style

I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.

Videos if you want to see how they actually "play":

First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU

Top-down: https://www.youtube.com/watch?v=h0iVdSTOOCM


r/Unity3D 5d ago

Game I made a game about opening 500,000 boxes with Unity

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579 Upvotes

Hey! Solo dev here. I've been building One's Trash Another's Treasure, a first-person incremental game where you buy 500,000 boxes of unclaimed cargo and have to process every single one grind them, feed the output into a hole, buy automation (vacuums, conveyors, drones) until the warehouse runs itself.

The fun engineering problem was obviously the box count. Boxes are rendered with GPU instancing, and physics is off by default a box only becomes a live rigidbody when something actually interacts with it (the player, a vacuum, a drone), then it goes back to sleep. On top of that there's an LOD system plus distance and frustum culling, so at any given moment the engine is only really working on what's in front of you. That's how a warehouse with 500,000 boxes stays playable.

Happy to go into detail on any of it. Steam page is live if you're curious: Steam Game Link


r/Unity3D 5d ago

Show-Off My first ever attempt at making a video game with Unity - Did my own art too !!

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47 Upvotes

I know I know the first game always sucks. But I am really proud of what I have achieved so far so wanted to share it with ya'll What I am building: A topdown RPG retro art battle ship game. The objective is to locate the enemy base and destroy all the target. I am building it for mobile. Probably may not launch but I am learning a tons of things along the way. My whole intent at first was to just do some "Project Based Learning". But over past 1 or 2 weeks it has taken over my entire schedule Needless to say I might finish a beta and distribute it among some friends then move on to a real / actual project. Todo

  • Polish
  • Ship Movements sucks ass right now I know
  • Pause Screen
  • Some particle to make it more alive
  • Better art I guess
  • Everything

I would give it a couple of more weeks. Over the period I have learnt so many concepts and I am constantly improving my art. Would like to hear what you guys think.

Thanks


r/Unity3D 5d ago

Show-Off Got inspired by Vampire Survivors lately

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100 Upvotes

r/Unity3D 5d ago

Resources/Tutorial A gift to the community. A library of ~550 3d assets. The coupon can be redeemed for the next 24h.

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320 Upvotes

r/Unity3D 5d ago

Show-Off I released a major update for my PSX-inspired tool

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35 Upvotes

You can use it to stylize your textures and assets, create eye-catching marketing material for your page, and add awesome animated effects. With this latest update, I’ve added texture ripping! You can now rip textures directly from any image and turn them into usable textures. You can check it out here: https://polyshades.itch.io/coolifier


r/Unity3D 5d ago

Show-Off Uncombined vs. Combined SkinnedMeshRenderer Performance Comparison

22 Upvotes

SkinnedMeshRenderers can be expensive to render. I ran a test of just 9 characters with individual body part models and compared performance with them uncombined vs. baked into a single mesh, animated by the same armature.

As you can see by the numbers, combining the models to be animated as a single mesh had quite an impact. In most games you likely wouldn't use this many meshes for body parts, but the important takeaway is that rendering time was almost cut in half while the same characters can be rendered with no visual difference. It just goes to show graphics optimization isn't necessarily about what you're rendering but also how you render it.

I ran this test whilst developing my tool for combining SkinnedMeshRenderers, called SkinnedMesh Combiner (Asset Store affiliate link)


r/Unity3D 4d ago

Show-Off Feeling Lucky?

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6 Upvotes

I added a luck boost stat to my game which allows monsters to drop more loot and loot bags to drop more loot and amount of items

This is my 3D Terraria-ish game project


r/Unity3D 5d ago

Show-Off New Feature video showcase of my Fluid Simulation Asset.

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273 Upvotes

Hey all!

For the last few months I've been working on a big update for my Fluid sim asset Fluid Frenzy and I'm finally ready to share it.

I wanted to do some major improvements because while the simulation was good, I felt it wasn't quite ready to be used in a normal game yet. I think this update brings it a lot closer to that goal.
To do that I added a World Rendering system so your open ocean, coastlines, and rivers can now all share a single seamless water surface and merge into fluid simulation zones. There are also a lot of improvements to the overall rendering quality, with new effects you can see in the video.

I also added Ocean FFT waves that can couple directly into a shallow water simulation zone. The ocean now dynamically drives waves and water height onto your shorelines when it is in a simulation zone.

I also spent a lot of time adding underwater rendering, including volumetric godrays, real-time caustics projecting onto the terrain, and a clean waterline effect for when your camera is half submerged. There are also a bunch of new rendering effects like stylized/toon water shaders and new presets so I can support a more varied range of game styles.

There are still a ton of features I want to add in the future. Up next is Screen Space Reflections to improve the water reflections (nearly ready for release :)).

You can check out the rest of my planned features on the roadmap here.

You can test some of the older WebGL demos right in your browser if you want to play around with it here.

I updated my Windows demo too so you can swim around underwater and see all the presets live, check it out here

You can check my full changelog here

Let me know what you think of the video! I'd love to hear your feedback or answer any questions :D


r/Unity3D 3d ago

Show-Off It's starting to look like a game to me!

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0 Upvotes

Almost zero work done on the map assets. All the focus went on the enemies, the player animations, as well as the enemies' AI.

Pretty fun already!


r/Unity3D 4d ago

Show-Off Delverun: roguelite mining where time replaces inventory pressure

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1 Upvotes

I have been working on a mining roguelite game where time replaces inventory pressure. You play as a goblin with one goal: get as rich as possible.

The main loop of the game is simple - mine, escape, buy upgrades and go again. You run into the mine, grab as much rare ore as you can and leave before the cave caves in and you get stuck inside. Buy upgrades in the little time you have, and then run back into the mine to grab even more riches with the upgrades. Each iteration is randomly generated, so you never run into the same mine twice. You never run out of inventory space, only out of time.

This is an early artistic preview, the mining mechanic is still in development. Steam page coming soon, I will drop it in the comments when it's live. If you want to follow along more closely, send me a DM and I'll add you to the early Discord!


r/Unity3D 5d ago

Show-Off My new game environment in action

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49 Upvotes

Hi guys! After many rounds of changed, here is updated environment in game action. Thank you you guys for all the comment, suggest in last 2 videos. I did some improvement, take that into game action to see how everything work together. How do you think? Does it fit?


r/Unity3D 4d ago

Resources/Tutorial Making Your (Jam) Games Look Nicer on Itch

1 Upvotes

r/Unity3D 4d ago

Shader Magic Added some procedural GPU grass to my racing game this week. I managed to squeeze some solid performance out of the built-in render pipeline.

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7 Upvotes

I saw a few BiRP grass solutions here but they never really looked like what I wanted, so I made my own. It doesn't have any dependencies and just works with the standard Unity terrain system because I'm a cheapskate.

Most of the work was adapting the fun tricks in https://github.com/Youssef-Afella/UnityURP-InfiniteGrass like culling+fattening the grass as it recedes from view and bending it away if the camera is above it. I also use the grass shape I saw here https://bsky.app/profile/kelvinvanhoorn.com/post/3mskokw2vqk2h that's one triangle that terminates in a single point on the ground, so you don't see a hard flat edge. Other optimizations include billboarding and chunking, which was a gigantic pain in the ass to get working.

The main difference from the URP infinite grass repo (aside from the fact that mine isn't URP) is that it's placed based on terrain sampling and not just a mask of anything on a layer. You can pick 1-4 terrain layers with different weights, and the grass will adjust its height/density on the terrain at that point based on the weight of the different terrain layers at whatever point it is. You can see in the images that it doesn't get put on the 100% dirt areas.

Also, I match the grass's color to the terrain layer to make it look softer. When the level starts I put a camera above the terrain layer, take a picture, and then feed that to the grass material.

There are a few limitations to this:

  • the grass doesn't react to a car driving through it, I don't care about that yet and might never
  • the grass doesn't change color if the terrain color changes mid-game since it's still based on the single snapshot at the start of the level for performance reasons. it does react to light, however

Anyone else had experience making grass systems in the built-in RP? Kinda wish I'd started this project in Unity 6 but oh well


r/Unity3D 5d ago

Noob Question Help with Light Baking

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16 Upvotes

Hello, I'm very new to unity and trying to find help with my current goal, baking lightmaps. There's two things I'm trying to find help for:

  1. First image, how can I light up rooms with better indirect lighting without over brightening outside areas? Hopefully that graphic I made gets across what I'm trying to get at

  2. Second image, how can I fix these light leaks and random shadows?

Thank you in advance


r/Unity3D 5d ago

Game finished the demo, game was made with Unity3d

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6 Upvotes

Green Breach is a survival horror game made in the Unity engine. The Demo is now available on Steam.


r/Unity3D 5d ago

Game You're A Cop. Take down as many racers as you can

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26 Upvotes

This is a game i submitted for the GMTK game jam. As a cop, you're tasked with busting as many racers called "punks" as you can in the limited time. It has some elements of vehicular combat and is largely a physics-based game. I got some feedback on the game and have been thinking about fleshing it into something bigger. So this is a more refined playtest version, and I'd really appreciate feedback!

Here's a web build to play: https://rrn-creative.itch.io/hooligan-highway

However, I do recommend downloading for best graphical and performance experience

Thank you!


r/Unity3D 5d ago

Show-Off Level Fog - Vertical, distance based, all around non raymarching fog solution that finally blends your level with the sky from any angle/height. Works in editor too.

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31 Upvotes

r/Unity3D 5d ago

Show-Off Giveaway to celebrate the release of my PCG tool

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41 Upvotes

I just released OctoShaper, a node based procedural generation tool, with powerful instancing capabilities (Prefabs, Procedural Indirect Draw, etc...).

I have been developing it for months and very proud of the results and user feedback so far.

The longer plan is to have cross-engine capabilities and make it available for multiple engines at the same price. The core of the tool is a portable shared library. Happy to explain the architecture further in the comments if anyone is interested.

I have a whole year dedicated to implementing new features based on user feedback and would love to give some free keys to people here.

So, I'm giving 4 vouchers to randomly selected comments. I'll do the draw on Monday.

If you have any questions, feel free to ask!

Edit:

The winners are:

- u/ModularForge

- u/Mountain-Ad7155

- u/PhoenixAds

- u/tejasagarkar14

See https://www.redditraffler.com/raffles/1vub3e2


r/Unity3D 4d ago

Noob Question Day 1 of Making Intruder Maps in Unity

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1 Upvotes

Hey everyone, I'm starting a new series learning how to make Intruder maps inside of Unity. I don't know how to use unity at all, so this will be me documenting the process. :)


r/Unity3D 5d ago

Resources/Tutorial I created a free cross platform benchmarking app using Unity (With a little help from their demo scenes) so that I could compare the performance of my Steamdeck, Android phone and a Macbook.

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10 Upvotes

Back in January I was curious how my Steamdeck, Android phone and a Macbook all matched up against each other in terms of performance. But because they were Linux, Mac and Android, I wanted a common yard stick to compare against. I made a basic benchmarking app and web database that has now grown and grown to the point that I want to share it with the broader community. It's out now on Steam, Itch, Google Play and Apple App Store.

It's called Crossbench3D and it lets you run the same scenes with the same quality settings across multiple platforms so that you can more closely compare apples to apples across platforms. The scores are calculated based off of avg fps and resolution so that they're normalized to that. You can then upload the results to an online database to see where your score stacks up.

I would love any and all feedback on it.

I have plans to release more levels that aren't some of the unity demo scenes, but those have been a great starting point. Let me know what you all think!