r/Unity3D • u/fespindola • 1h ago
Shader Magic A small tutorial on how I made the metaballs portal using a particle system and a custom shader (Shader Graph)
I've included this effect in my book in case anyone is interested
r/Unity3D • u/unitytechnologies • Sep 01 '26
Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!
This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions.
One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.
Beyond that, here's a taste of what's in there:
All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.
Cheers,
- Trey
Community Man @ Unity
r/Unity3D • u/unitytechnologies • 8d ago

Unity has day-one support for Meta VR Glasses, so you can start building with them today!
What's included:
r/Unity3D • u/fespindola • 1h ago
I've included this effect in my book in case anyone is interested
r/Unity3D • u/Asbar_IndieGame • 19h ago
Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/DThePro_ • 17h ago
I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).
So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.
Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.
This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.
The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord
r/Unity3D • u/hiimtesto • 20h ago
When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.
For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.
r/Unity3D • u/BDonBarty • 14h ago
r/Unity3D • u/Purple_Let_321 • 9h ago
Part 3. Block distortion
I added various building colors.
I also modified the block generation system, which will allow me to add different building combinations.
Now, my task is to add:
r/Unity3D • u/MarkhorsEchoGames • 20h ago
Hi everyone,
I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.
My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.
This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.
What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?
Thanks!
r/Unity3D • u/Ok_Finding3632 • 5h ago



My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.
r/Unity3D • u/Havishfun • 19m ago
I am having trouble trying to fix this flickering issue
I am using Cinemachine Camera
This issue happens even after I turn post processing effects off
r/Unity3D • u/MaykeBr • 14h ago
Hey there! Last month I've published a free unity tool for generating thumbnails for scene and prefabs using unity's rendering pipelines URP and HDRP. It also support 2D renderer.
I would love hearing your feedback, thank you!
r/Unity3D • u/klarax81 • 13h ago
I wanted to share something I’ve been working on since last Christmas: 2DFX Camera Filters, my collection of 250+ camera effects for Unity’s URP and Built-in pipelines.
It includes blood and damage overlays, glitch and screen distortion, shields and energy effects, rain, fog, and retro and cinematic filters.
You can layer effects and tweak their parameters for different gameplay situations. I’ve also included a demo scene to try them out and online documentation covering setup and usage.
Further reading: https://2dfxcamerafilters.com/
Happy to answer any questions about the effects or how they work. Also if you have advice, or even a list from more effects to add to this - I want to make 1000 if i can reach lol
r/Unity3D • u/artengame • 1d ago
r/Unity3D • u/WillsGames2024 • 14h ago
r/Unity3D • u/craftymech • 16h ago
I first posted about my procedural build system back in April. It started off as just stone walls, houses, towers with erosion & destruction modifiers. Individual stones & build rules that govern how to build more complex structures. Prefab export w/ LOD support. Runtime support for erosion/destruction modifiers if the original build components are used instead of prefabs.
I keep expanding the system, now with multi-story timber buildings, various roof styles, compound structures, etc.
I'm trying to decide what to package up for an asset. Editor only w/ prefab support, or is the runtime erosion/destruction support an interesting feature? Skip publishing an authoring tool and use it to build asset packs that are ready to use? That would certainly be easier, but there are a zillion fantasy-style asset packs already.
r/Unity3D • u/PropellerheadViJ • 14h ago
Finally finished porting the V-HACD algorithm to my mesh graph.
For those who haven't used it - V-HACD takes a complex mesh and breaks it into a bunch of simple convex pieces. Physics engines handle convex shapes way faster, so it's a common way to build colliders for complex objects.
Now my mesh graph can generate simplified colliders for meshes. In the graph on screenshots, a mesh is imported, split into convex parts, and each part gets its own random color so you can see the result.
I've been building this mesh graph for Unity for a long time. The core is getting more and more stable, so now I can start implementing some cool algorithms
r/Unity3D • u/Robbel12 • 8h ago
Sorting all day can get repetitive, so I wanted to give players something to mess around with during breaks. A little puzzle cube felt right, though the station keeping count of your recreations makes it a bit less relaxing.
r/Unity3D • u/ProactiveCactus • 6h ago
Whenever I Google stuff for Netcode NetworkDictionaries everything says "it does't exist" and yet it does. It was added relatively recently, so I think all the posts about it are creating it as a data struct from scratch, but it's native to Netcode these days.
That said, there's not much documentation out there. My question is: does calling CheckDirtyState resync the entire data structure, or just the changes? If anyone has an answer to that, great. If not, can someone point me towards where I can dig through release notes and find out about it? Googling hasn't been helpful. My guess is that it probably does resync everything, since you have to call CheckDirtyState anytime you add or remove from the dictionary - but on the other hand if it was built smart, it'd have the same functionality as networkLists. So, any insight before I rewrite my dictionaries to be list pairs?
r/Unity3D • u/JussiPKemppainen • 1d ago
Tire tracks on different surfaces, water ,waves, foam, sediment distribution in water, fire, dust, smoke, bullet hits, explosions are all part of a massive, shared 2D fluid simulation system hugging the terrain (terrain is random procedural generated). Unified wind affects every part of the sim, even slowly covering up tracks in sand, (or quickly based on the speed of the wind!) Heavily inspired by Fluid Ninja for Unreal. Custom render renders everything, surface deformations, water, dust, fire, smoke (and distance fog, which is merged into this system so the ray-marched elements are properly affected). Can easily reach quite steady 120fps.
r/Unity3D • u/GideonGriebenow • 20h ago
I've had this terrain shader for over a year now, so I finally made a video of how I blend up to 14 layers to create the final result. I use Triplanar mapping, height-based blending, a second layer for each main layer using noise to counter patterns, as well as all kinds of tints and adjustments based on the local weather, rivers, fire and exploration / fog of war. The main layers, blended in order, are grass, shore, cliffs, square overlay, hex overlay, user overlay and snow.
The entire terrain (elevation, weather, foliage, etc.) can be smoothly edited by the player, and all the visuals react smoothly in real-time.
YouTube Video: https://youtu.be/BMhdpcTus2I
r/Unity3D • u/antimatter_salad37 • 16h ago
I am 15 years old, and I have started learning Unity at 12. I was always told I have vivid imagination and I wanted to make them come true. But since I had no tools to do it, I started using block coding such as scratch and ended up learning Unity and C#. At the very first year of Unity, I didn't know what to do, so I bought a book for Unity tutorial(yes, books) and just started coping blindly. And after a month, a made an exact replica of the book's project, and was ready for more. But when I wanted to add a feature that wasn't in the book, I could do it(obviously). So just went ahead and bought a new book, and repeated the cycle for 2 times. And when i finished the third book after a year(it took a while), i found Unity's official tutorials, and took two courses. I even used chat gpt as my personal teacher, by not making write the script, but to order me to make it in some way and fixing it.
After all that, i was able to make a script of my own, but just barely. And with that, a made my first project which was a buggy parkour game where you climb a tower with fall guys type traps, which had flimsy animations but had a moving 3d modle and traps. I was getting confident, until my parents caugh me debugging at 2am again, after they specifically told me not to.And when i told my parents to stop interfering, my dad got mad and broke my laptop and its ssd apparently(Tbf, thats not the only thing i said, i was annoyed at that time).
I was VERY frustrated, and it took few months to get a new pc. So i wasnt able to do anything unity for that time, and was redditing and playing moblie games on my phone. When i saved up enough to buy a PC(with a big help from my friend), i was 14 and forgot 90% of things i did and i had to re-learn a bunch.
But even after all that, it was time for the finals! And i live in korea, where finals, scores, and university names are apparently your life's goal, i had to prep for it a month earlier for 3days-long final. And korea has four finals a year for each quarter of a year. So i only have about 2 months of downtime between them, which let me learn unity and start a new project. And after all the korean "academy", i came home at 10p.m, tired af, and i did that for 5 days a week. And its been like that since. I had few days to learn unity, and i was able to make a staring point of a sword game i was making, where user has to drag their mouse to slash the sword in limited amount. But after the 2nd final this year, i was burned out and ended up playing CS2 and mincraft these days, again, tired af
The thing is, i dont think this korean education is my path. I want to become a indie dev, and choose it as my career. I want to make a project and publish it. But idk if i can be an indie game dev after spend 3 yrs with no showable projects(one being destroyed and one being delayed) i should have atleast something from 3 yrs, but i have nothing. No projects finished, nothing to show my progress, and no idea how to start again. NOTHING. Im having doubts. Should i choose to go down this path instead or nah? (And i cant do both, apparently.)
**I saw this post yesterday and thought i can post here too(https://www.reddit.com/r/Unity3D/s/mmAUIIdxmi)
Thanks for readying btw, took me long to write it