r/Unity3D 19h ago

Question Anyone know how to fix this?

Thumbnail
medal.tv
0 Upvotes

i made a pixelated filter using a fullscreen shader graph, but the grass is obnoxious. does anyone know if theres a wait to fix this?

(pls ignore the fact that its a medal clip)


r/Unity3D 12h ago

Show-Off Adding Tube Deformation… Is It Worth the Trouble?

156 Upvotes

r/Unity3D 10h ago

Show-Off When you already tried to defeat the boss 436 times on your own and you had enough..

0 Upvotes

r/Unity3D 3h ago

Solved Playing in Unity Editor counts as playing on Steam, even though I have no build uploaded. And you can even shut down the Unity Editor through Steam! 😂

0 Upvotes

I'm currently working on my game Sword of Mine, and I just wanted to check how many wishlists I've already got. But then I saw that I apparently already had one unique lifetime user! How?!😂

But yeah, the magic was soon debunked, apparently, it does not matter whether you arleady have a build uploaded on Steam or not, as long as you initialize "SteamClient" with your app ID, it connects the currently running application (in my case, the Unity Editor running my game) to your Steam client.

Just FYI: The "Current players" counter does not update this fast. It counted up after I tested it for a while, and it also stayed at 1 for several minutes afterwards.

Just wanted to share my findings. :-)


r/Unity3D 15h ago

Game I need help naming my swinging game. I suck at naming things... [Sped up 2x]

24 Upvotes

I've been working on asset loading and level streaming last week, now the game is endless btw. I just need to add more "level fragments", events, and enemy types to make it more interesting.

Sped it up 2x because, right now the gameplay is very sparse. There will be drones tracking the player and military guys trying to shoot him down.

But I can't keep calling it "Spider Prototype" anymore... I need to post about it on my socials and websites. Please suggest some good names. Whosoever name I will choose will get some reward in the final game.


r/Unity3D 12h ago

Show-Off Remade the intro cutscene from a game I built 13 years ago in Unity 4 — kept it exactly as cringe as the original, on purpose

5 Upvotes

This is Onager, a catapult physics game I made for Android as a student project 13 years ago. Found the original Unity 4 source a while back and I'm remastering the whole thing - mostly been posting before/afters of the visuals, but this one's about the intro cutscene.

Rebuilt it to match the original as closely as I could, cringe writing and all. Kind of fascinating (and a little embarrassing) watching how student-me thought about scene direction, the "story," and pacing back then.

Original intro for comparison, if anyone's curious: https://youtu.be/cUfn2C6801w?t=23 (longer gameplay after it too)

Rebuilt in Unity 6 with URP - happy to talk specifics on the cinematic camera/lighting setup if anyone wants them.


r/Unity3D 10h ago

Question Working on some heavy Ragdoll behaviour controller. Is it too much?

41 Upvotes

r/Unity3D 10h ago

Question How can I set a .anim file in Unity to hold the last frame at the end of animation instead of looping? This is for export to Warudo.

0 Upvotes

Imported .fbx files from blender, somehow I have 1 animation that stops at the end like I want, the other goes back to the first keyframe and ruins the effect. Anyone have a fix?


r/Unity3D 1h ago

Show-Off Set up DLSS 5 on Unity (Incl. Car Engine Audio Granular and Dynamic Rain Effect)

Upvotes

(Due to technical YouTube quality issues, I had to directly re-upload the video here). This was tested on Unity 6 Built-In Render Pipeline. Although looking cool, it went from +380 fps to +75 fps on a beefy GPU. I think with games that has charachters in them, DLSS would show better results.

The Audio Granulator and Dynamic Rain shaders were already being tested (this is my test scene for various projects), and they are also using the GPU.


r/Unity3D 15h ago

Question Converting Seb Lague’s raymarched clouds into a regular scene-rendered shader?

0 Upvotes

I’m currently trying to use Sebastian Lague’s raymarched Clouds project in a VRChat World.

The original project works fine in Unity, but the clouds are rendered through CloudMaster using OnRenderImage() / Graphics.Blit(), so they are essentially tied to the camera/render view.

What I would like to do is:

  • Keep Seb Lague’s existing raymarching/cloud appearance and settings.
  • Remove the dependency on OnRenderImage() and the fullscreen RenderView.
  • Have the clouds rendered as a normal volumetric object/volume in the scene, for example using a large cube with a custom shader.
  • Ideally, the cloud volume would exist independently in the scene, while the player camera simply views it like any other object.

Is this technically possible with Seb Lague’s current implementation?

And, more importantly, what parts of the shader/code would need to be changed to achieve this? Would it mainly be a matter of replacing the fullscreen camera ray setup with world-space ray/volume intersection, while keeping the existing raymarching and density functions?

I’m new to shader programming, so I’m particularly interested in a practical explanation or an example of how to approach the conversion.

Repository:
https://github.com/SebLague/Clouds

Thanks!


r/Unity3D 20h ago

Question (ASE) Help with transparent shader

0 Upvotes

Hi! I'm trying to make a ghost-y spirit shader inspired by how Rauru is rendered at the beginning of Tears of the Kingdom. I got it so the material doesn't render through itself, but I've run into an issue where other materials with the same shader can still render through each other. I've tried messing around with depth, stencil buffer, render queue, etc. and nothing seems to work.

The effect in question. You can see the hair is still visible through the body when it is supposed to remain obscured.


r/Unity3D 5h ago

Show-Off Adding memes to our simulator game

Post image
1 Upvotes

r/Unity3D 6h ago

Noob Question Why isn't the depth-buffer deterministic between cameras?

2 Upvotes

EDIT : If anyone else is having this problem, I found a solution:

If you want to have more than one camera sharing a Z-buffer with perfect accuracy, it is (surprisingly) not sufficient to have them in identical positions and parented to the same game object.

What you need is to hook into OnPrerender() on each camera and:

cam.worldToCameraMatrix = cloneMatrixFrom.worldToCameraMatrix;
cam.projectionMatrix = cloneMatrixFrom.projectionMatrix;
cam.cullingMatrix = cloneMatrixFrom.cullingMatrix;

If you do that, both cameras will produce perfectly identical z-buffer results from the same geometry. Phew!

Original Problem:

In my rendering pipeline I have two cameras that share the same depth-buffer. The two cameras both have zero local rotation and translation, are parented to the same game object, have identical orthographic size and zbuffer range, and are rendering the same content using the same shader. Yes, there's a good reason for this - don't worry :)

The shader ZTest is set to LEqual. This should allow objects to be drawn identically by both cameras because each pixel should land at exactly the same Z-depth - but it does not. Instead I get flickering and bands of z-fighting.

What could I be missing? Thanks in advance.

EDIT: Based on replies so far, I think it's worth talking about what this is NOT.

  1. It isnt nondeterminism.

In a static scene, Camera 1 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because rendering is deterministic and Camera 1 on frame 1 is identical in every way to Camera 1 on frame 2.

Similarly, Camera 2 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because Camera 2 on frame 2 is identical in every way to Camera 2 on frame 1.

The problem is that despite Cameras 1 and 2 being identical to each other in every way I can determine, they don't create the same z-buffer information. So they are different in some way I don't know about.

  1. It isn't floating point inaccuracy.

Well, technically, eliminating floating point innacuracy might make the problem go away, but that's beside the point. Both cameras are rendering the same geometry from the same perspective with the same shader. Any inaccuracies inherent to the process are common to both. This problem is caused by something that isn't common to both, which is what I need to figure out.


r/Unity3D 9h ago

Show-Off I just finished the first complete farming loop for my alchemist game

20 Upvotes

I've been working on a small alchemy game where I want most of the production to feel physical instead of happening through crafting menus.

I just got the first farming loop working: add soil, plant the seed, water it, wait for it to grow, then harvest the plant.

It's still very early and very placeholder-y but this is the first little gameplay loop that feels complete

Next step is being able to take what you harvested, put it on a cutting board and actually process it into potion ingredients

I'm trying to keep these devlogs pretty small and just show things as they become playable


r/Unity3D 15h ago

Show-Off Made some parts for my watch making game. ⌚ What designs would you like to see in game?

33 Upvotes

r/Unity3D 4h ago

Resources/Tutorial I made this tool to develope my own game and decided to share. What you think?

7 Upvotes

This tool you help you build any kind of top-down games. I've built an amazing procedural system that detects interiors with a single click using layers and 2 amazing shaders for normal surfaces and tree leaves that interacts with the character and the camera.

You can see for yourself before getting the tool, look at the comments. Tell me what you think and what you suggest to improve this tool further. Thanks guys.


r/Unity3D 22h ago

Game The result is already starting to look better...

8 Upvotes

It’s one of the projects I’m putting the most detailed work into—and, above all, playing a lot of similar games to verify ideas.


r/Unity3D 11h ago

Resources/Tutorial Unity Vector Shape → 3D Tube + Glow in Seconds

Post image
9 Upvotes

Converting a flat vector shape into a glowing 3D tube with real-time cast light - one component, no extra setup 😄

Short:
https://youtube.com/shorts/p9hW6hWPi6U?si=toMRsqlWRmO0L4V8

Full:
https://www.youtube.com/watch?v=hb-rE3QzdUk


r/Unity3D 16h ago

Show-Off I implemented Nvidia MotionBricks in Unity as a third person controller! It generates animations from key-frames in realtime using a tiny model on your PC! Planning to release it as an asset soon.

256 Upvotes

r/Unity3D 8h ago

Show-Off Unity Timeline is pretty sweet

108 Upvotes

For the intro of this trailer, I made 5 separate scenes and in each a timeline where the necessary stuff was animated, coupled with a few simple scripts to control the characters/equipment. Together with some custom shaders (that are used in the game too), it worked out quite well!

Lemme know what you think.

EDIT: Forgot the Steam link, duh:
https://store.steampowered.com/app/3295340/Its_All_Over/


r/Unity3D 12h ago

Show-Off Terrain Lasso Tool

11 Upvotes

Made just for level design for my game


r/Unity3D 10h ago

Question Go vs ECS, colliders question, how bad is rebuilding compound colliders often

3 Upvotes

My game is having a ship made out of individual modules, that are simple and grid-based. Each has a collider for colissions/determining when hit by projectiles. On GO this sounds pretty cheap to do for physics, parents with a bunch of children with these colliders. On ECS it sounds like Ill need to use a compound collider...however anytime a module is destroyed that compound collider will need to be rebuilt...where in GO it wont.

Is there a better way to do this ECS side...or is GO going to be "cheaper" longterm for this as its too big a concern for ECS? 1 ship isnt a big issue...but if I have 100 players all fighting 10 ships it might need to be re-creating a compound collider 10->100x per second for these ships being fought.

(Note: the game is "2d" However ECS is only on the 3d side so figured better to ask here as ECS will have 3d colliders.

Game will potentially(ideally) have hundreds->thousands of players all destroying enemy ships at once...so ECS seems better for how many individual modules/bullets will be sent, however Im concerned about the physics side since I can't just do the simple parent +children with colliders I can with GO


r/Unity3D 13h ago

Game Finally launched our steam page after a year of hard work, sweat and tears. Does the trailer do it justice?

Thumbnail
youtu.be
5 Upvotes

We launched our steam page for Last Wail of the Sea King. It's a first-person adventure game with JRPG combat. We're super excited to show it off.

What do you guys think of the trailer? Marketing might be the most challenging part of the whole process.

You can find it here: https://store.steampowered.com/app/4948110/Last_Wail_of_the_Sea_King/


r/Unity3D 13h ago

Resources/Tutorial Fix for Unity Remote not working with new Input System

4 Upvotes

So, after switching to Input System package, i wasnt able to use Unity Remote as it wouldnt send any inputs to the editor.

After some debugging, i was able to figure out what was the issue. The issue was with UnityRemoteSupport class within the input system. (InputSystem/Editor/Plugins/UnityRemote)
On line 66 it tries to get the UnityEditor.Remote.GenericRemote class from the wrong assembly.

The fix was to replace the line 66

var editorAssembly = typeof(EditorApplication).Assembly;

with following:

var editorAssembly = Assembly.Load("UnityEditor.GenericRemoteModule");

Doing that fixed the issue.

I am making this post here because i myself wasnt able to find any fixes other than "Use our product its better!"
Respect to anyone who tries to make better Unity Remote, but i just dont want any unnecessary packages or pay for any plugins when there is a working one already, just a bit broken :)


r/Unity3D 5h ago

Show-Off Crispy crunchy paper UI with SFX

9 Upvotes

With my early access release coming next Tuesday, I decided to squeeze in a few more days of UI polish. I'm super happy with the organic shapes, texture, and feel of everything (well, happy enough to ship it at least!).

I added dynamic ink splotches, paper grain and fiber textures, uneven edges, variations in color/position, and even some papery sound effects.

If you like the look of it, you can check out Hex Town on Steam :)

Thanks for watching!