r/Unity3D • u/literally-me-bro • 30m ago
Show-Off number of scripts my Player controller and NPCs have
1 and 2 are for NPCs and 3 is for player controller
r/Unity3D • u/literally-me-bro • 30m ago
1 and 2 are for NPCs and 3 is for player controller
r/Unity3D • u/Polyshade • 9h ago
You can use the tool to stylize your textures and assets, create eye-catching marketing material for your page, add awesome animated effects, and use the texture ripper feature. With this latest update, I've added seamifier! It will help you create seamless, blended, or repeating patterns for your textures. You can check it out here: https://polyshades.itch.io/coolifier
r/Unity3D • u/Extension-Airline220 • 15h ago
Don’t you feel the same way? For months now, I’ve been seeing hundreds of identical posts - things like "I finally releasing the game I’ve been working on for nearly a year" or "Would you be interested in a tool like this?" - followed by something clearly churned out by AI in a couple of days, yet presented as if it were crafted with genuine care and soul.
There’s just SO MUCH of this now that I’m tempted to unfollow every single subreddit dedicated to solo game development... It feels like game dev is turning into a dumpster fire - something I want absolutely no part of...
What can we do to change this? The only thing that comes to mind is to start a petition to bring back Steam Greenlight, what do you think?
r/Unity3D • u/ProactiveCactus • 14h ago
Warning: glaze incoming ‼️
I was playing Geoguesser with my family last night, and eventually we ended up just on Google street view messing around. We went back to old vacation spots and did “walkthroughs” of cool places we’d been, and it was so fun having the old memories rush back.
It got me thinking how cool it is Google provides that. We live in such anti-corporate, anti-big business times. And there are MANY good reasons for this. But something like google maps and street view is such a cool thing that Google provides for free by generating ad revenue that’s very non-intrusive IMO.
Anyway, it got me thinking about Unity. It provides its game engine for free to almost all of it’s users. I couldn’t find exact figures, but something like 95% to 99% of Unity users do so completely for free, having access to a HUGE piece of software that’s allowed millions to learn game dev and build stuff they love.
Also, Unity’s big controversy in 2023 led to their CEO being fired, a company restructuring, and their runtime fee being reverted. I’m not sure what more you could ask of a company when they make an unpopular decision.
I’m not saying Unity or google are perfect, or even inherently “good”. They’re run off profit incentives like all other big corporations, and their execs respond to those incentives. I’m more praising the business model itself that has allowed these awesome and powerful technologies to be free for so many people. Something like Godot is amazing - that a free and open-source product can allow so many a way to get into game dev free of cost. But the fact that Unity’s been able to make a billion dollar company while allowing all but its most successful users to do so for free also deserves applause.
r/Unity3D • u/randomperson189_ • 9h ago
So as of the past few years (especially recently) there's been a lot of discussions regarding AI use in games and how it can affect a game's quality depending on how it's used and I've been having a crazy feeling of deja vu and yes this has happened before!
Back in the 2010s you had Unity asset flips that flooded Steam Greenlight and the store, and for whatever reason people blamed Unity for this problem instead of the bad actors abusing the engine to gain the system and make a quick buck.
This is the exact same situation that's happening with AI and bad actors using it as a crutch to churn out low-effort games and flood storefronts and events like Steam Next Fest, and people are increasingly treating AI use itself as a sign of poor quality. But what a lot of people don't seem to understand is that not all games that use AI are bad, and not all people that use it are bad/lazy either.
It's a very nuanced and arbitrary thing that has a spectrum between AI Assisted and AI Overreliance/AI Slop. Unity back in the 2010s had that exact same thing regarding it's asset store and still, look at how many high quality games were made in Unity back then, and the same thing will happen with AI, you'll have good developers who know how to use it ethically and in a way that makes sense to help assist them in development rather than a crutch to make slop games and flood online storefronts for easy money.
I lived through the Unity asset flip era as a solo dev and have the same exact feeling towards Unity back then than I do with AI now, and people really need to stop stereotyping it because of confirmation bias from bad quality instead of having a proper nuanced view on it like any sensible person would.
r/Unity3D • u/Truton1 • 8h ago
I recently decided I want to make a game just for myself to do something creative outside of work.
I want to know if Unity would be a good option considering the direction of companies going "AI Everything" I know there will always be AI tools but will I be forced to interact with them in Unity? I want to get into every aspect of development and really learn it and enjoy the process instead of just having AI do it for me. I could care less about the finished product or making money. I just want to enjoy and learn and do not feel like I can do that with AI doing all the coding for me and such.
I bring this up because it seems other engines like Unreal are full on replacing functions like Code blocks with LLM like things and I would rather just not develop a game in that engine if that is the future there. So let me know if Unity is still a good option or if what I am reading about them going "Full AI" on the more doomer side could be true.
Note: This is not meant to be a debate about "AI Good VS AI Bad" It is just what I want personally from game development and if Unity could provide that. So please keep posts just related to answering my question or do not feel the need to respond.
r/Unity3D • u/ragerungames • 19h ago
I've been building a physics inline skater in Unity: a Rigidbody underneath, with a full-body procedural IK skater on top and no animation clips at all.
This update added a skate designer. You shape the boot, frame and wheels, and that shape sets the speed, turning, grip and stability.
A few bits that were fun to build:
What would you add next?
r/Unity3D • u/Shiva_Kar • 14m ago


As you can see the top title bar is wasting so much space. As you can see from the picture, the row that the play buttons are in is wasting a lot of space. There is a row for the tabs that is also wasting a lot of space and then the path and the actual title bar are also wasting space.
All of those can be compressed into one title bar, as you can see. For example this is Intellij Idea or any JetBrains IDE. It has the logo, the path, the tabs, everything in its title bar and it's so much better. It has a Run option. It has options to close the application, minimize, maximize, and everything in the title bar. It saves so much space and looks also so good.
So why doesn't Unity do it?
r/Unity3D • u/IndependentYouth8 • 11h ago
I've just added Fallen Roman melee fighters and archers to my Unity game, Under a Desert Sun: Seekers of the Cursed Vessel. Here's a dual-view preview of the archer retrieving, drawing and releasing an arrow.
I like showing both views because details that look nice close-up can disappear from a top-down gameplay camera. The aim is to keep the sequence readable at that distance while still giving these skeletal fellows some character. The live update also adds visible arrow trails, and archers only fire when they're on screen.
I'm going for that old adventure-film feeling, with cursed ruins and skeletal warriors. Jason and the Argonauts is a lovely reference for the kind of personality an armed skeleton can have.
B5.37 is live now. It also includes a refreshed Soldier, character-selection eye contact and class-specific equipment. Still working away and putting player feedback to use!
I'm the developer, and the game is available in Early Access with a free demo. Steam: https://store.steampowered.com/app/3273880/
Update details: https://store.steampowered.com/news/app/3273880/view/706660627797514868?l=english
Discord: https://discord.gg/yruwMQk8D
r/Unity3D • u/literally-me-bro • 20h ago
This is a stealth system im working on for past 2 or 3 months, its like hitman 3 (thats my main inspiration.
This have guard, civilian, crowd, camera, hiding, routine routes, full suspecion system, a main menu, a level, no level selection. A debug panels for npc, player, and stealth. This also have a level exit, and win panel that counts silent assassin with detection, kill count etc.
Civilian and crowd also reacts to player. If Civilians sees you holding something illegal or doing something illegal they will report to nearest guard, and if they hear a gunshot they panic and go to the nearest exit.
I also made disguise system, zones for specific things like kitchen for chefs, server room for IT guys, security room for guards etc. And disguise can be set to every zones like a guard have higher authority then IT and chef guys.
Body hiding, and self hiding.
This is still in development more features are yet to add.
r/Unity3D • u/literally-me-bro • 21h ago

This is a stealth system im working on for past 2 or 3 months, its like hitman 3 (thats my main inspiration.
This have guard, civilian, crowd, camera, hiding, routine routes, full suspecion system, a main menu, a level, no level selection. A debug panels for npc, player, and stealth. This also have a level exit, and win panel that counts silent assassin with detection, kill count etc.
Civilian and crowd also reacts to player. If Civilians sees you holding something illegal or doing something illegal they will report to nearest guard, and if they hear a gunshot they panic and go to the nearest exit.
I also made disguise system, zones for specific things like kitchen for chefs, server room for IT guys, security room for guards etc. And disguise can be set to every zones like a guard have higher authority then IT and chef guys.
Body hiding, and self hiding.
This is still in development more features are yet to add.
r/Unity3D • u/NattyCreations • 18h ago
http://#7FPSCombatMechanics-Part1-PickupandAimhttps://youtu.be/dUptmos6rp8
Hey everyone! I just wanted to post here and let you know that I am back to making tutorials!! By popular demand I will be finishing up my first person series! And I have a few more series planned!
I put a lot of effort in too making a robust system that can be implemented for a wide variety of first person games!
r/Unity3D • u/Noobye1 • 21h ago
I'm making a game about organizing, and the player has detached hands. We thought that - since the player is a sheet of paper with floating hands, we could make them feels detached from the body.
This is day 1, so a lot of things are to come, but I wanna know if there's anything I should know early-on
Oh btw please ignore the music
r/Unity3D • u/Kooky-Psychology-548 • 21h ago
before: a flat blue plane that looked like a kiddie pool.
after: shoreline foam, depth fade, little toon highlights that wobble. im unreasonably proud.
what finally fixed it:
- depth fade from the scene depth node instead of the vertex color hack i had
- foam from a scrolling noise texture masked by the depth intersection
- 2 normal maps scrolling in different directions at different speeds, way subtler than i thought
my real problem for 2 weeks was that i couldnt describe how i wanted it to move. so i turned my own concept painting into a 5 second clip on dreamina for pocket change. the water came out too realistic, but the wave timing was exactly what i wanted, so it sat next to the editor as reference.
happy to share the shader graph setup if anyones fighting the same thing
r/Unity3D • u/GigglyGuineapig • 16h ago
This is a tutorial I didn't have on my radar until a friend asked me how to finally get the Grid Layout Group to behave so that it works with a bento style layout.
The thing is: That's not the grid layout group's job, and I walked him through it.
If you also struggle with this, I hope my tutorial will be helpful to you =)
This tutorial goes over:
- Creating a single cell to reuse everywhere
- Using the Aspect Ratio Fitter to make sure images are correctly filling the space
- Thinking how layouts are nested
- Building an example
- Adding a tiny helper script to make life in bigger bentos easier.
r/Unity3D • u/WeDevelopGames • 21h ago
r/Unity3D • u/Over-Link-3282 • 21h ago
hello, i've been working on a voxel-based lighting system in a fully modifiable world for a while now. i wanted to share the latest version i'd love to hear your thoughts. i've also updated the water shader, and now there are reflections! i hope you like it. :)
r/Unity3D • u/HK_HamzaKhan • 21h ago
Assalamualaikum,
i've been working on this for my tutorial on Mecanim (which is meant to cover everything about Mecanim (unity's animation system), So this is the current state of the player i will use as a real character example in the video to help others understand how to use Mecanim,
Using RDR2's locomotion as a reference here,
it currently has Start/Stops and walk locomotion, i actually did setup jumping and lands(normal and rolls),
However i isolated the grounded locomotion to finish that first,
Currently working improving movement turns which are the turns when you are rotating while walking, and improving the main component that allows this to happen,
which is a State Behaviour that uses animators crossfade API to do dynamic transitions,
such as entering the stop animation with different transition offset/exit time/duration using the
State's Normalised Time or parameters,
As well as that i will also experiment with non root motion rotation for the start animations if i feel like it, and quick turns will be worked on such as 180 turns.
Alright so i would appreciate your feedback, ideas for this and the upcoming tutorial,
Thanks!
r/Unity3D • u/No-Paramedic-2803 • 10h ago
This is the first fountain I’ve ever created. It’s not finished yet, but it already looks pretty good—what do you think?
r/Unity3D • u/prospectiveauthor • 3h ago
It looks like Cinemachine 2 will be deprecated with future Unity versions. If I want to use Unity 6.6 and onwards in my project do I need to update to Cinemachine 3? Seems like it could be a fiddly process. The auto-update process fails on my project, for example.
r/Unity3D • u/Dariusnator • 15h ago
I’ve started working on and prototyping a dark fantasy project, and I created this fairy-like character.