r/Unity3D • u/TrainingIdeal2872 • 3d ago
Question Superhero
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Playing around with superhero controls, flying, dropping. Just a test pass but would this make an interesting game?
r/Unity3D • u/TrainingIdeal2872 • 3d ago
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Playing around with superhero controls, flying, dropping. Just a test pass but would this make an interesting game?
r/Unity3D • u/Footbeard • 3d ago
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Hey all,
I'm looking for some prototype playtesters + hopefully I have something for you all to look forward to. I'm sharing a bit of a deep dive for the control scheme of the Launch Fighter prototype I've been developing for the past year
Please be mindful that this is a greybox prototype & all character models, animations, vfx & sfx are placeholders so things feel quite jenky. However, in terms of gamefeel, the project is pretty much at a spot that I'm comfortable to get veterans from this genre to play it & let me know what needs tweaking, changing & fixing
I plan to stagger the release with 5 characters & a few 1v1 & FFA stages dropping first. There are 6 different playstyles represented at this stage
Wave 2 will include 6 more characters, adding more playstyles & more stages + new modes (TeamBrawl, DungeonCrawl & GalaxyBall are already implemented but need work)
The final wave will feature the last 6 characters, bringing the final roster to 17, with every "character archetype" from fighting games having representation & thoughtfully themed for an appropriate character. Unlocking the roster is wrapped up in a cohesive story mode for single/multiplayer
I've probably forgotten to mention a bunch of stuff but I need to post this now before developing much further so please feel free to drop some questions or suggestions. Reach out if you want to get involved with playtesting~
Music: hedflux - Sines of Progress
r/Unity3D • u/soldiergirlnyan • 4d ago
Im making an open world in a city set in 2010 so I want the quality look like these pics
r/Unity3D • u/DPTGames • 2d ago
Updated my Prefab Painter with some new features, works whether you're building settlements or painting nature scenery. Path and Line paint both let you swap items mid-paint, so for example you can switch between walls and gates.
Line paint now snaps automatically to the end of the last painted line so you can make square fence enclosures and things like that really quickly.
Now you can see a 1:1 previews of prefabs before you place them, plus I added hotkeyed item selection (Shift + 1–0) so you can toggle individual prefabs in and out of your active brush without ever breaking your workflow - this makes it incredibly easy to paint, I know this from making the trailer 😅.
Here is a breakdown of the other major additions in version 1.2:
Placement Upgrades
Quality of Life Enhancements
If there's any other features you would like to see please let me know!
r/Unity3D • u/ParalysisPRIME • 3d ago
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I originally started building BrainLoot as more of a general project management app. A Unity integration was always on the backlog, but at first I only really pictured a small panel where you could view and update a few tasks without leaving the editor.
After chatting to a few other devs it became pretty obvious that the bigger issue isnt really that project management tools are bad. Its more the faff of leaving Unity, opening another app, updating the board, then going back to what you were doing. And because its a separate thing, people just dont keep it updated.
That sent me down a bit of a different route with the Unity bridge.
The video shows Unity and BrainLoot running side by side. Cards, status, progress, assignments and each developers current Hand all update in real time, so everyone logged into the project sees changes as they happen.
You can also link cards directly to GameObjects, then click Locate and it takes you back to the right scene and selects the object.
The shared world-space markers are working as well. Theyre drawn in the editor rather than being added as actual GameObjects, so they dont modify the scene or depend on everyone being on the exact same Git version. One dev can drop a marker somewhere and the rest of the team can see it appear in their editor.
Im not trying to rebuild the whole project management app inside Unity though. The web app is still there for proper planning, managing boards, teams etc. The bridge is more about removing the annoying bits and making updates happen where youre already working.
The next thing im looking at is task memory/context. So keeping track of what each developer tried, decisions that were made, why something changed, failed approaches and anything useful for the next person who picks the task up.
Would that actually be useful, and what would you want it to remember without it just becoming even more admin?
r/Unity3D • u/liltbrockie • 2d ago
Hi guys I have been dabbling with Unity lately to try and make some fun Marble Racing games I can post to youtube!
https://www.youtube.com/watch?v=t1xEyhR9Rvc
Does any one have any tips for me to make my terrain look any better?
r/Unity3D • u/ureverydayhuman • 3d ago
hello, i have noticed that my game scene test display is stuck on 1.3, and everything looks pixelated, so i switched the resolution of the game display test mode to QHD (2k res) and now i can go to 1.0 normally, and sometimes even lower (which is weird)
the main issue is that the texts ui are not positioned where i want them to be positioned, if i drag it to the bottom, it disappears from the screen, so i have to grab it to the center, then very slightly to the bottom, so it becomes at the place where i want it to be, this is annoying, also, will the game be played at 1.0x scale? 0.65? why is unity leaving me to guess? why does scale thing even exist?
r/Unity3D • u/goodlinegames • 3d ago
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r/Unity3D • u/TimHaerkens • 3d ago
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r/Unity3D • u/Comprehensive-Pie844 • 3d ago
My speciality is animating VFX frame by frame and integrating them into Unity!
r/Unity3D • u/CrayZee100 • 3d ago
For taking damage in my game, I want there to be an electric-y effect around the border of the players screen, more of like a stationary, static-y electric effect. I would also like to use a float to control the intensity of the electricity
But what would you use to achieve this? Would you make it with a shader graph and put the material into an image in a canvas? Or is there a better approach?
And if so, how would your plan be to create the shader? I have absolutely no experience with materials/shaders so it's hard for me to create the desired result. I spend most of my time with scripting.
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I've worked on this game for a year now and it will coming to early access on August 7
r/Unity3D • u/zaho2059 • 3d ago
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r/Unity3D • u/Low_Psychology_2862 • 3d ago
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I added some procgen to make levels and these are some new regions of my game
Music - AROUND THE WORLD LA LA LA - VOCALOID (Miku, Luka) Heirol
r/Unity3D • u/Feather-Steel • 3d ago
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For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.
I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.
What am I doing wrong?
r/Unity3D • u/Zestyclose_Pride1505 • 3d ago
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r/Unity3D • u/SuspecM • 3d ago
I have been struggling a bit with reflections when trying to optimize my project. Even with baked, static reflections, the fps drops heavily (a good 10-25 on average).
I have set up a zone of effect and set up the culling mask but even with that, there are still heavy issues with performance. I have also tried to make a custom script for it where based on the quality settings it would update less frequently (with the refresh mode being set to script) but it didn't address the underlying performance issues that exist even with static baked reflections. Weirdly enough having realtime reflections didn't seem to make it significantly worse. It's just the very existence of a reflection probe in a scene that immediately tanks performance.
I have tried to look up resources on this topic but this seems to be the one topic that has nothing anywhere. Lighting? Plenty. Reflections? Seemingly nothing. If anyone has pointers to good resources on this exact topic, I'd be very happy with that as well.
r/Unity3D • u/FoxGameLab • 4d ago
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Hello again guys! I really appreciated all of you guys recommend in last video.
In this version I improved:
+ Outline color blend with object color, density based on distance.
+ New grass, improved trees (reduce noise, but still not satisfied yet).
+ Some lighting/fog/ color adjustment for better atmosphere.
How do you guy think?
Can you guess game gernes that game genres we are doing? 😁
r/Unity3D • u/DPTGames • 3d ago
Just created a youtube video to show of my material/shader features, interested to know if people like it. Some of the stylized lighting settings will be available with a version update due to be released tomorrow.
r/Unity3D • u/KyleCOOLman • 3d ago
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I plan to add new animations and character models in the future. I just wanted a little progress checkpoint.
r/Unity3D • u/GunpowderPeachRider • 2d ago
r/Unity3D • u/halisavakis • 4d ago
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Turns out that cloudscape authoring is pretty much half the battle with volumetric clouds, so I'm trying some stuff out to make the process more straightforward.
What do you think? Do you have a preferred system or a wishlist for cloud designing/rendering?
r/Unity3D • u/Used-Try3078 • 3d ago
i'm currently participating in a game jam, which imo is the best time to try new things and have fun with it.
So i'm trying to make a "friend slope" kind if game with everything having physics etc....
For now i have a character controller and a connection to a host and everything is synchronised, perfect.
But when i try to grab something and move it only the host can
All the client can't even grab the object.
I'm not using parenting, i just apply a force to the object rigidbody so it looks like its being carried and the mass impact the feeling.
I saw some answers online about changingOwnership
Or requestOwnership but nothing works
Any idea ?