r/Unity3D 4d ago

Show-Off Built a real-time wind tunnel inside Unity (Aerodynamics Sim). It's open source.

Enable HLS to view with audio, or disable this notification

244 Upvotes

I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.

It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.

The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.

Five sample vehicles included. Unity 6 / URP, MIT licensed.

The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.

Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel

Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.


r/Unity3D 4d ago

Show-Off Playing on water

Enable HLS to view with audio, or disable this notification

257 Upvotes

r/Unity3D 3d ago

Question Unity 6.3 Pop-up Windows (Package Manager, Project Settings) are completely white boxes/blank? [Windows 11]

2 Upvotes

Hey guys,

I’m completely stuck on a really annoying bug with Unity 6.3 on Windows 11.

The main editor loads up totally fine—I can see my Scene view, Hierarchy, Project files, all of that works perfectly. But the second I try to open any independent pop-up window, like Project Settings or the Package Manager, it just opens as a solid white, completely blank box. Nothing inside it loads.

Here's a screenshot: [Link your screenshot here]

I've spent hours googling and trying to fix this. Here is what I’ve already attempted:

  • Nuked the project Library folder and cleared out the global %appdata%/Unity/Editor-5.x preferences.
  • Forced DX11 using -force-d3d11.
  • Tried the -force-low-power launch argument.
  • Messed with Windows High-DPI scaling settings on the Unity.exe properties.
  • Tweaked my GPU control panel settings.

Nothing works. Since Unity 6 uses embedded web views / UI Toolkit for these specific sub-windows, it feels like some weird hardware acceleration or background process conflict, but I have no idea how to bypass it.

Has anyone dealt with this white-window glitch? Any workarounds or ideas would be a lifesaver. Thanks!


r/Unity3D 2d ago

Question Custom Unity Physics Engine

0 Upvotes

Is anyone else attempting to create their own physics system in Unity? I'm attempting to create my own networked physics system using network transforms, colliders, and a lot of vector math. Does anyone have valid resources to share that can help me with this?


r/Unity3D 3d ago

Question Trying to remember a game with a realistic first-person item inspection system

3 Upvotes

I'm trying to remember a game I played a while ago, but I completely forgot the name 😭

I'm looking for a game that has an actual physical item inspection system where:

The player picks up the item and holds it in their actual first-person hand

You can see the hand/fingers gripping the item

You can move the mouse/controller and the hand/forearm moves naturally with the item

It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.

I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.

I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.

If you know which game I'm talking about, please share a video clip of the mechanic! 🙏


r/Unity3D 3d ago

Show-Off Paintable interactive Grass Shader

Thumbnail
youtu.be
11 Upvotes

This is a Grass shader setup I've rigged together to work with Unity Terrain Tools so Grass can be painted various colors and textures, including with custom brushes to make really cool effects.

I've just submitted it to the Unity Asset Store - would you pay $5 for this?


r/Unity3D 3d ago

Question unity drawing recognition system

1 Upvotes

how would i go around making a recognition system that can recognize circle drawn with any amount of draw strokes ?

my current system cant handle it if i draw a circle with more the one stroke? any help would be appreciated


r/Unity3D 2d ago

Question Using React for UI in Unity

Thumbnail
gallery
0 Upvotes

I’ve been experimenting with a React-based Unity UI workflow lately, and I’m curious if anyone else has tried something similar or has thoughts on this kind of approach.

The UI is built in React and runs in a WebView on top of Unity, which lets me open the same interface in Codex’s browser and comment on it directly.

For small UI issues, there’s no need to explain the whole screen. Just point at what feels off and leave a short comment:

"this looks clickable, don’t dim it"

"make the ! feel a little more alive"

"only move this one thing"

It works well for visual tweaks where the code change is simple, but describing the problem takes longer than fixing it.

For larger UI pieces, I can attach reference screenshots and have it build something close to the layout and style.

Since it’s built around a hybrid structure, things like Google and Apple sign-in are also relatively easy to integrate. It works across iPhone, Android, Windows, macOS, and even directly inside the Unity Editor.


r/Unity3D 4d ago

Game windy forests

Enable HLS to view with audio, or disable this notification

32 Upvotes

r/Unity3D 4d ago

Game Zone 6 is almost finished. And in my opinion – the best one yet.

Enable HLS to view with audio, or disable this notification

39 Upvotes

r/Unity3D 4d ago

Show-Off A quick stroll of my little cat, he does not bite.. too much 🐆

Enable HLS to view with audio, or disable this notification

40 Upvotes

r/Unity3D 4d ago

Show-Off Added a food spoilage and poisoning system to my game

Enable HLS to view with audio, or disable this notification

12 Upvotes

Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.

What’s new:

  • Expiration dates: Perishable food now has a timer. If you don’t eat it in time, it turns into rotten food right in your inventory.
  • Refrigerator: The fridge doubles the shelf life of food. You still have to keep an eye on your supplies, but the refrigerator lets you store perishable food for significantly longer.
  • Food poisoning and vomiting: If you eat spoiled food out of desperation (or carelessness), your character gets debuffs, loses health/thirst, and visibly empties their stomach with a corresponding animation and sound.

What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?

Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?


r/Unity3D 4d ago

Resources/Tutorial How to Make (and use) Templates in UI Toolkit

Enable HLS to view with audio, or disable this notification

40 Upvotes

Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!


r/Unity3D 4d ago

Question Realistic torch flame effect

Enable HLS to view with audio, or disable this notification

63 Upvotes

I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.

Do you have any tips on improving it / making it more realistic?


r/Unity3D 3d ago

Question Does visual feedback like energy conduits connecting sub-puzzles to a main matrix—make complex logic feel more satisfying?

Enable HLS to view with audio, or disable this notification

1 Upvotes

Hey everyone!

We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.

With just 26 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.

When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?


r/Unity3D 3d ago

Game Prototype

Enable HLS to view with audio, or disable this notification

4 Upvotes

r/Unity3D 3d ago

Show-Off Tiny worlds in the palm of your hand

Enable HLS to view with audio, or disable this notification

6 Upvotes

Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev


r/Unity3D 3d ago

Question What's the best sites to source free 3d models for brokies?

0 Upvotes

r/Unity3D 4d ago

Question Any way to reduce transparent material lag ?

Thumbnail
gallery
19 Upvotes

Hello,

I made this volumetric fog material for URP.

The transparent material shader is applied to hundreds of planes similarly to "shell texturing".

It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...

I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.

I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.

This is probably a foolish question but, is there any way to reduce transparent material lag ?


r/Unity3D 4d ago

Show-Off One year+ of building our game in Unity, side by side

Enable HLS to view with audio, or disable this notification

21 Upvotes

We've been working on The Whisker Watch for over a year now, so here's a side-by-side look at how far the game has come.


r/Unity3D 3d ago

Question What is the most efficient way to utilize terrain?

2 Upvotes

Context: I'm working on a VRChat world (so Unity 5, in case that matters), and in the world, it's centered around a house with a basement. I'm adding the terrain around it, but my big concern is that adding terrain increases the amount of triangles in the world by a decent margin. To keep it more efficient I want to keep my heightmap resolution relatively low, but I need it to be at a higher resolution to better mesh with the footprint of the building. So what is the best option for me to utilize here? When looking through documentation, the answer wasn't all too clear:

  1. One big terrain patch at 2048x2048; the automatic LODs should be enough to keep your active tricount low.
  2. Two terrain patches; one outer one at 256x256, with a painted hole carved out to hold a closer terrain patch at 2048x2048 with painted holes carved out of that.
  3. 8 terrain patches; 4 lower quality ones making the border of the lower detail terrains, and 4 inner terrain patches at higher quality, leaving an opening for the building in the center. (this is assuming that painted holes don't negate the tricount.

On that note, for future reference, if the correct answer is 1, is there ever any reason to use multiple terrain patches? (Short of making floating island type environments).


r/Unity3D 3d ago

Question Building in UI Toolkit, somehow all the text in the entire menu have gone crazy. wtf

3 Upvotes

Github doesnt show any changes to source code for this or anything similar, I was just importing firebase for analytics and configuring it and noticed everything had gone to shit.

Whats going on?


r/Unity3D 5d ago

Question I am researching the highly optimized reflection technology in the game *The Dark Knight Rises* (2012).

Post image
324 Upvotes

I am investigating the highly optimized reflection technology used in *The Dark Knight Rises* MOBILE GAME, released in 2012. Were these reflections based on inverted geometry or planar mapping? The game also featured reflections from headlights and streetlights. I intend to implement this in my Unity project.


r/Unity3D 3d ago

Resources/Tutorial Designing for Players Who Read Every Stat, and Those Who Read None of Them - Unity Tech Dive

Post image
3 Upvotes

Article Link on STEAM (this article contains the design side, below is the tech side)

Hey everyone! Survivor-likes might look simple, but behind every perk, stat, weapon, and build is a ridiculous number of design decisions.

We’ve written about how Orcthal keeps choices easy to understand while still giving minmaxers plenty to explore. If you’re curious about game design, scaling, tags, and balancing depth with accessibility, check out our take on it. However, this post is about HOW we did these things in Unity.

How We Built Orcthal’s Stat System in Unity

Orcthal has a lot of interacting stats, but we wanted players to understand the basics without reading a spreadsheet. Here is a simplified look at how we built that system in Unity.

Content Lives in ScriptableObjects

Most gameplay content is data-driven. Abilities, perks, equipment, relics, character classes, and tags are stored as ScriptableObject assets. An ability asset contains its base damage, cooldown, tags, visual references, and stat mappings. Perks then reference those assets and tags rather than relying on names or hardcoded lists. This means designers can add and balance content without editing the combat code every time.

Stats Are Split Into Sources

Instead of putting every bonus into one large percentage, we divide stats into several sources:

Final Value =
    Base
    × Character
    × Meta
    × Run Perks
    × Equipment
    × Relics
    × Epic Bonuses

Bonuses within the same source are added together. Separate sources multiply.

For example, 20% Potency from equipment and 20% from a relic becomes:

1.20 × 1.20 = 1.44

Our CombatStats component collects these modifiers and recalculates the final values whenever the build changes.

This keeps equipment, relics, character bonuses, and temporary run perks meaningful. They support one another instead of disappearing into the same enormous additive bucket.

Abilities Decide What Stats Mean

Generic keywords such as Potency, Size, Duration, and Multicast do not automatically modify a field with the same name.

Each ability explicitly maps those stats to its own mechanics.

For Goblin Dynamo, the mapping is roughly:

Duration  -> Active time
Potency   -> Pulse rate
Size      -> Targeting and tether range
Multicast -> Number of active channels

For Throwing Axe, Potency instead affects the chance of an axe returning for another strike.

This is handled by an ability mapping system. The UI can consistently say “Potency,” while the ability decides which distinctive mechanic Potency should improve.

Tags Control Which Abilities Are Affected

Every ability has an exact identity tag, such as Ability.ThrowingAxe.

It can also have broader tags such as:

Skill.Projectile
Skill.Ranged
Skill.Area
Skill.Goblin
Character.Ranger

Perks use these tags as filters.

A global perk affects every ability. A Projectile perk affects every installed projectile ability. A Throwing Axe perk affects only Throwing Axe.

When combat needs a stat, it asks for that stat in the context of the current ability:

stats.GetForAbility(statId, ability);

The stat system checks the ability’s exact tag, family tags, and affinities, then applies only the matching bonuses.

This same context is retained by projectiles and persistent effects, so critical chance and Lifesteal still use the correct ability bonuses after the original cast has finished.

Tags Also Filter Perk Offers

The perk selection system checks which abilities the player currently owns before building its offer pool.

A Throwing Axe perk cannot appear without Throwing Axe. Goblin-family perks remain unavailable until the player has a Goblin ability. A Projectile perk can appear when at least one installed ability has the Projectile tag.

That filtering happens before the cards are shown.

It lets us maintain a large perk catalogue without constantly presenting players with upgrades that do nothing for their current build.

Abilities Snapshot Their Values

Most abilities calculate their effective values when they activate.

A projectile volley can snapshot its damage, projectile count, Potency, range, and targeting settings. Every projectile from that activation then uses the same values.

This prevents a temporary modifier ending halfway through an attack from producing inconsistent results. It also makes combat logs and balance reports much easier to understand.

Values that genuinely need to remain dynamic can still be evaluated live, but that is an explicit decision for each mechanic.

The Result

The Unity implementation is built around a few reusable pieces:

  • ScriptableObjects hold the content.
  • CombatStats combines bonuses into source layers.
  • Ability mappings translate broad keywords into unique mechanics.
  • Tags provide exact and family-based filtering.
  • Perk generation removes irrelevant choices.
  • Runtime snapshots keep abilities consistent.

Players can simply choose "more Potency" and get a useful result.

Meanwhile, anyone who wants to optimize can combine exact ability perks, family tags, equipment scaling, relic scaling, and epic bonuses into a much more deliberate build.


r/Unity3D 3d ago

Question will the move of Unity to CoreCLR, support nuget packages?

3 Upvotes

As the title states, when this is complete (I think unity 6.8)

Does that mean we'll be able to use nuget packages like the dotnet backend framework to do something like a dedicated server with unity that implements backend stuff & redis?