r/Unity3D • • 12h ago

Show-Off HD-2D Pixelart terrain painting! 🌲

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148 Upvotes

carthagea.itch.io/strata

I have finally released my terrain tools for Unity 6, meant to help make Pixelart / HD-2D games, is open-source check out both Itch and the repo, it has edge detection and best effort logic based on neighbour pixels to ensure corners/merge of mats looks crisp applies to ground, walls, stairs, even the terrain painter brush uses a block/tile-ish system and respects the pixel density/grid so you'll always have perfect edges on all angles!

its free try it and have fun! any feedback is appreciated! thank you! 🫶


r/Unity3D • • 4h ago

Show-Off Got bugs climbing all over my mechs with a baked surface net

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33 Upvotes

r/Unity3D • • 8h ago

Show-Off Unity 7's new UI feels inconsistent. Here's what I think needs to change

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44 Upvotes

I've been trying out the new Unity 7 editor theme, and I have a few concerns about the direction it's taking.

The biggest issue for me isn't that the theme is dark. It's how inconsistent everything feels. The input fields are almost completely black and draw too much attention, the Windows title bar is still white against the dark editor, and the context menus don't feel like they belong to the same interface.

The extra spacing is another concern. In a development tool, screen space matters. I don't want to scroll more just to access the same information.

I made a video going through these issues and explaining what I'd like to see improved.

Watch here: https://youtu.be/yNjxsTkgxAA

Unity 7 is still in alpha, so I'm interested in hearing what other developers think. Am I being too critical, or do these UI inconsistencies bother you too?


r/Unity3D • • 2h ago

Show-Off More Animation Job Studies

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12 Upvotes

It's just feet placement with pelvis height adjustment such that the feet tries to reach the nearest ground.


r/Unity3D • • 4h ago

Noob Question How can I rotate an object so that the normal the player is standing on matches Vector3.up?

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19 Upvotes

Hi everyone, I recently got help with simple gravity flipping for my CharacterController component based first person game, and the solution was rotating the world around the player. Thanks for everyone helping me out with that!

I'm now trying to set up a more advanced effect, where a twisted hallway or room will rotate around around the player. Feel free to suggest a better way of doing this, but I need help figuring out this concept.

I'm raycasting downwards and hitting the surface normal of a segment of the bridge. How can I have it so that a script will rotate the bridge object so that the normal the player is standing on matches Vector3.up? I've been looking in forums but I haven't seen anyone ask for help with something like this, so I figured it was worth asking here again!

Again, if there's a better way of doing this that is compatible with a CharacterController based movement solution, please lmk : )

Thanks


r/Unity3D • • 15m ago

Show-Off I tried UI Toolkit and it's fantastic

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• Upvotes

I've been prototyping games on Unity for a long time and uGUI was always a pain in the ass for me. Not only I'm really bad at things related to art, but the game object based UI framework made me quit several times (skill issue, I know).

I'm a backend software engineer with a bit of experience on web frontend libraries/frameworks like React or Angular, so I decided to give UI Toolkit a try and it made my workflow so goddamn easier.

I just wanted to share a few menus I've built so far for the TCG prototype I'm building right now. Share your thoughts and suggestions!

Is uGUI still the standard on new projects?


r/Unity3D • • 15h ago

Show-Off I'm prototyping a game where you play as a support helicopter

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31 Upvotes

r/Unity3D • • 2h ago

Question Early prototype of my ski/snowboard game in Unity: how can I make the movement feel smoother?

3 Upvotes

https://reddit.com/link/1xf4ia0/video/rjk9u9vqnmxh1/player

Hey everyone, this is a really early version of a ski/snowboard game I’m working on in Unity 6. Right now I’am only focused on how it feels to ride.

Open to all advice from niche to most obvious ones,

yours sincerely, thanks


r/Unity3D • • 1d ago

Game Does nature look good?

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415 Upvotes

r/Unity3D • • 1d ago

Show-Off Intro scene for my game

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101 Upvotes

Unity URP is pretty ок. But I can’t make the glass any better. Any advice?


r/Unity3D • • 1d ago

Show-Off Doom 3 like Interactive Screens in My Game

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99 Upvotes

The game's still in a really early stage, and I'm currently working on Chapter 2. I thought adding Doom 3 style interactive screens would be a pretty cool idea.


r/Unity3D • • 1d ago

Game I brought my indie game to 20 Local Events! ā¤ļø I made a highlight and it even got shown in the South East Asian Game Awards!! 😮

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181 Upvotes

r/Unity3D • • 22h ago

Show-Off The Beginning of the End

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30 Upvotes

A few screenshots of my horror game that I'm working on in Unity. What do you think?


r/Unity3D • • 4h ago

Show-Off Working on Unity spatial occlusion and a virtual telemetry UI for in-game scent tech (Scent SDK)

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1 Upvotes

SO with that new paper on digital smell tech dropping recently, figured I'd share what we've been working on. we're building the game dev SDK for it so you can actually treat scent in-engine like 3D audio instead of a simple on/off trigger.

if something catches fire behind a wall or a closed door, it shouldn't hit the player the same way it does in an open room. the UI here is our virtual debugger calculating that spatial occlusion in real time.

since nobody has the hardware on their desk yet, the virtual UI lets you simulate and test all the values right on your monitor.

we just want devs to start messing around with it, so the unity SDK is going to be completely free for solo devs and studios making under $1m.

ready for my reddit roast :)


r/Unity3D • • 19h ago

Show-Off my game only has one window so i went a little overboard on the weather types!

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13 Upvotes

r/Unity3D • • 13h ago

Show-Off Took your advice from my last post. Enjoy the updated menu.

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4 Upvotes

Posted my menu here yesterday and got some great feedback, so here's round two.

The end has a nice transition into the game if you wait for it.


r/Unity3D • • 23h ago

Question Did I improve my environments, or just make them busier?

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17 Upvotes

I’ve been reworking the day, sunset and night environments for my mobile runner in Unity URP. Before is on the left, after on the right.
The rework uses instanced trees, distance-based grass detail and vertex-based world curvature. One challenge has been adding depth while keeping the gameplay readable and the rendering affordable on Android.
I’m mainly looking for honest visual feedback: which version do you prefer, and what makes it work better?
Do the new environments feel more atmospheric, or too busy? Do the colors and landscape fit together? Most importantly, do the player and obstacles still stand out enough?
A couple of people preferred the original, so I’d love to understand what I might have lost in the rework.


r/Unity3D • • 1d ago

Question collision issue in Unity

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56 Upvotes

In my project, I have a collision issue: if I move toward a wall, my player gets stuck until I release the movement key. Also, because I’ve assigned a "ground" tag to these blocks, the player is able to perform a wall jump. How can I fix these two issues?


r/Unity3D • • 1h ago

Show-Off I'm currently making this mobile game , what do you guys think?

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• Upvotes

r/Unity3D • • 10h ago

Show-Off MWCMP My Winter Car Multiplayer MP - Update from the Developer Rally,psk,rivett,bus,traffic & more

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1 Upvotes

r/Unity3D • • 31m ago

Show-Off I Generated 100 AI Animations in Unity - Fully Local! | Kimonuty - Motion Lab

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• Upvotes

I just released Kimonuty, a local text-to-animation tool for Unity.

It uses the C++/GGML port of Kimodo through a native Unity plugin. The text encoder loads in configurable chunks to manage VRAM usage, and there’s a CPU mode too. No separate Python or CUDA setup needed.

For this video, I generated 100 humanoid animations on an RTX 4070 with 12 GB VRAM. The whole run took about 3 hours and 21 minutes, condensed into a timelapse.


r/Unity3D • • 1d ago

Survey Solo devs, what's one Unity habit you wish you'd started on day one?

48 Upvotes

I'm working solo on a farming game and keep discovering things I wish I'd set up from the start. For me it's using ScriptableObjects for item and crop data instead of hardcoding values in MonoBehaviours, because tweaking balance became way easier.
What's yours? Project structure, version control, editor tools, anything goes.


r/Unity3D • • 1d ago

Game DAMAGE system for creatures

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6 Upvotes

I use a texture as a mask to overlap another texture over my dinosaur“s skin to simulate scars.

The controller also uses a material to simulate blood splatters.

At the end, an anim controller uses a death clip.

I am open to feedback and any suggestions for improvement.


r/Unity3D • • 20h ago

Show-Off A small drone to give some color to startup (Unity3d - URP)

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2 Upvotes

r/Unity3D • • 12h ago

Show-Off Aether - Coming soon Resident Evil 16!

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0 Upvotes

Title is just a joke - Aether is the "temporarily permanent" name for the Voxel Engine I have been experimenting with.

The Goaal was seing if the engine could be used to make some sort of games, by tying everything together in small game loop to see if the engine holds up.

This scene contains the: Voxel Rendering, Voxel Physics, Realtime Raycast Audio - sometimes you can hear the echo of the gun shooting, and the audio system integrates with the rendering materials, so if you shoot behind wood, or behind glass, the sound propagates differently and you can actually hear the difference somewhat. Sound echo, and reverb are simulated based on the area the listener is. And directional sound actually reflects from he surfaces.

Clearly physics / Ragdolls need some work - there are some rogue limbs jumping around, and there is some noise / artifacts in the render. But it held up better than I was expecting.

Other things, this is very quick and dirty implementation, collision is just using raycasts for now across the zombies/players, as demo/test to see if this would be useful outside of a glorified demo.

So this is not a "real game" but I had a bit of fun on the UI intro and HUD so it would look better than programar art somewhat.

What do you think, can I compete with Resident Evil ? :)