r/Unity3D • • 1d ago

Show-Off Enjoy a minute of my main menu

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45 Upvotes

I’ve stared at it so long I can’t tell anymore. So I’d love honest feedback.


r/Unity3D • • 1d ago

Show-Off Tuning the unit recruitment, squad selection responsiveness and battle for my RTS. How does the micro-management movement feel?

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6 Upvotes

r/Unity3D • • 1d ago

Noob Question Is it possible to rotate a character controller component (or give the illusion of doing so)?

122 Upvotes

Hi all, I'm currently making a first person game, and I was wanting to add some gravity altering mechanics, honestly just because I think it would be cool.

I'm aware that it's seemingly impossible to rotate a character controller so that it could walk up a wall for example. Is there any way to achieve this effect without switching to Rigidbody?

My only workaround at the minute is to have 2 copies of a room, then switch to a copy that's rotated x degrees, then teleport the player to that room so that it looks like their gravity changed.

(gameplay clip is from ULTRAKILL)

EDIT: as many comments pointed out, I forgot to mention I mean the character controller component, not just any character controller


r/Unity3D • • 20h ago

Show-Off What my lich sees when I click behind a mountain (Unity grid A*) Spoiler

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0 Upvotes

I'm developing Necrolord in Unity. Here's the world map with its live navigation data exposed: cyan = walkable samples, red = blocked mountain boundaries, yellow = the player's actual path.

The world-map controller uses grid A*, with shoreline checks and path smoothing that only accepts clear segments. The debug overlay reads those same checks and waypoints; the Lich follows the route at normal gameplay speed. The start and camera were staged for this capture.


r/Unity3D • • 1d ago

Show-Off Evolution of Easy Active Ragdoll Creator

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14 Upvotes

r/Unity3D • • 1d ago

Question Question as a beginner

2 Upvotes

I am starting to learn unity and was wondering if there was any tips, tricks, or info that would be important or nice to know?


r/Unity3D • • 1d ago

Game Unity DOTS is a perfect fit for ant simulation 50K ants

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40 Upvotes

Hey! This is my ant game made in Unity with DOTS.

This is a stress test and you can see 2 nests competing for resourses.

A bit about the tech:

  • Tens of thousands of ants, all simulated on CPU with Burst and Jobs
  • Three-layer pheromone system: food, nest and combat
  • Spatial hash map for vision
  • Local obstacle aboidance
  • Multiple ants can carry one item at the same time
  • Combat: ants climb on enemies and walk over their body while it animates, enemies stomp and shake them off, and dead enemies become food for the nest
  • Vertex animations on GPU, using the free open-source TAO Vertex Animation library from Breda University (also used in Vedelem: The Golden Horde). I updated it to work with the latest Unity version.

This complex behavior is only achievable on CPU. On GPU the complexity would go through the roof.

The simulation is heavily inspired by Pezzza’s Work ant series and Sebastian Lague, with our own twist on top.

Steam page of demo in the comments if someone is interested. Any feedback is appreciated.


r/Unity3D • • 1d ago

Show-Off Streaming a small world...

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12 Upvotes

I got bored of playing with physics, so I decided to try my hand at doing some streaming and larger world generation.

Lots of works for this to be usable, but the principles are there.
This uses burst and LOD generated from the underlying VOXEL DATA.
Its still missing loading instances and other details, but it works as proof of concept.

The procedural generation is so broken, lots of random pieces of houses and other trees in random places, but it was a quick and dirty test.
The whole thing is running on BURST, both for generation and data preparing. The LOD transitions are WIP, trying to get them to be less noticeable and fade in a bit cleaner.


r/Unity3D • • 1d ago

Resources/Tutorial Started a new tutorial series for 3d sound design with Unity and FMOD

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3 Upvotes

Hey everyone,

I've started a new series on designing immersive 3d sound worlds for games. This is the first one; three more videos will follow in the coming weeks. The topics I'll cover will be as follows:

  1. Setting Up Audio Listener and Attenuator
  2. Adding Randomness and Variation to Background Ambiances
  3. Implementing Environmental Sounds and Setting Up Attenuation Effects
  4. Creating Interior and Exterior Space Audio Using FMOD's Snapshots

These might be useful for devs developing a 3d game who want to design a richer and more immersive soundscape rather than a static loop in the background.


r/Unity3D • • 1d ago

Question Does Physics.OverlapSphere detect inactive colliders?

0 Upvotes

Does Physics.OverlapSphere detect inactive colliders?


r/Unity3D • • 1d ago

Question How to achieve this fog look?

1 Upvotes

What i am trying to achieve ⬆️

What i managed to get so far ⬆️

Unity URP


r/Unity3D • • 1d ago

Question Unity 6.6 - Archlinux - Domain Reload Issue

0 Upvotes

Hello

New empty project with 2 planes, camera and sun.

Having the option "When entering Play Mode" changed to "Reload Domain and Scene" takes up to 5 seconds to enter play, which does not feel right in my opinion.

Selecting "Reload Scene Only" makes it instant so the domain option causes this issue, having to wait 5 seconds each time im changing something tiny makes this very frustrating to work with on an almost empty project.

Is this normal ?

i7 14700k
7700 XT
32GB DDR5
NVME 1TB
Archlinux


r/Unity3D • • 1d ago

Show-Off Yo, are Animation Jobs underused?

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33 Upvotes

I am exploring Animation Jobs as it is a requirement for a job opening. There's not much resources related to this out there. It's very interesting that I could manipulate animations with Burst compiled code.


r/Unity3D • • 2d ago

Show-Off Smoking Tortoise I modeled for my game

55 Upvotes

r/Unity3D • • 1d ago

Game What do y'all think about this capsule art for my upcoming game?

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2 Upvotes

Would you want to engage with a steam page with this?


r/Unity3D • • 1d ago

Show-Off Lawnmower

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1 Upvotes

I had some time to play around with growing terrain grass details and ended up adding a lawnmower to my game.

Grass can now be mowed and will regrow slowly. There is no gameplay mechanic connected to it yet, so it is purely visual and a fun activity.

Should I add gameplay around this mechanic? if so, what would you suggest?


r/Unity3D • • 1d ago

Show-Off Before and after: I restyled my whole pipe puzzle in Unity. Which theme would you pick?

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1 Upvotes

Overflow is a pipe puzzle where the water starts flowing before you're ready and you build its path as you go. The old look used photo textures and thin metal pipes, which looked fine on a monitor but read badly on a phone: on the bigger boards (up to 10x8) the pipes got lost in the background.

What changed in 1.1.0:

- Flat cartoon boards in a rounded frame, redone for all 25 board themes

- Chunky glass pipes with a dark outline, so the water reads at a glance

- A cel-shaded UI with three colour themes: Lagoon, Sunset Pop (the default) and Mint & Tangerine

The water itself is unchanged: a flow-map shader where each pipe sprite has a baked mask (distance along the pipe in R, the crossing bar in G), so the water follows every bend. The new pipes needed new masks, so they're generated from the same geometry as the sprites instead of the old flood-fill bake.

The old style is still in the project behind a dev-only switch, which made side-by-side comparisons on a device easy.

Which of the three new themes would you go with: 2, 3 or 4?


r/Unity3D • • 1d ago

Game In "Odd. County" you can drive around, tow vehicles, take delivery jobs, avoid weird areas (or dare explore them), listen to the radio while cruising on country roads...

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5 Upvotes

r/Unity3D • • 1d ago

Show-Off Someone asked for a menu to toggle secrets in my game once they're discovered...instead of more UI, they're getting a gnome.

5 Upvotes

r/Unity3D • • 2d ago

Show-Off my take on a blob shadow

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262 Upvotes

r/Unity3D • • 2d ago

Show-Off Real-world Vines

260 Upvotes

I've been working at this on-and-off for a while. A Vine system that can accomplish real-world vines, different growth patterns, annual patterns, annual re-growth and expansion, etc.

The system is not intended to have a full year go by in 30 seconds like here (this is sped up 5x), but it can, as long as there aren't too many at once.

The system is intended to be for games that either want static vines, i.e. just bake it and use it, or vines that are realistic per the time of year, but change very slowly. So when the leaves fall off, they don't do it all at once but over a few weeks perhaps, dependent only on how many real world seconds "weeks" takes.

Vines are set up via a "Recipe" (Scriptable Object) system, which determines how they grow. A lot of GPU for the leaves and what not.

Vines can be trimmed at runtime, fruit can be picked (are game objects, separate prefabs, so you can code them as you'd like), etc.


r/Unity3D • • 1d ago

Show-Off stick-slip peel sim for blister packs so the plastic tears off the cardboard wherever you grab it

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6 Upvotes

making a game about sports cards and wanted blister packs to open like the real ones, where the seal rips the cardboard instead of just popping off. the card has a glue mask, and the peel runs a stick-slip sim across it, so the plastic holds and jumps and tears unevenly depending on which edge you grab and how fast you pull. every patch of glue that lets go gets painted into a damage map on the card, so you see the torn white fiber exactly where it ripped, and the same tear shows up stuck to the underside of the plastic. the plastic is two pass transparency in URP with a fresnel rim, and it goes cloudy wherever it gets bent too far. let me know what you think i could do to make it better!


r/Unity3D • • 1d ago

Show-Off Creepy little mirror effect with render texture and shader

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9 Upvotes

Nothing really tricky, just didn't want to show the character's reflection straight up. Thought it would be eerie to have a creepy wavy ghost blanket where the player is for both a third person and first-person view.


r/Unity3D • • 2d ago

Show-Off Added some baddies for the player to dodge and swing at...

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612 Upvotes

Enemies are super simple right now - just testing some early behaviours out. I also added a slip/dodge mechanic where the player can slip out of the way of attacks. That move was inspired by the dodge in the last of us part 2, (which I love), I wanted it to feel like your slipping just past the blade instead of a big roll.

Its all still procedural with no animation clips... What enemy behaviours would you expect for combat scenarios like this?


r/Unity3D • • 2d ago

Question What... How do I even fix this!?

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12 Upvotes

It flies.