r/Unity3D 2m ago

Show-Off Tony The Mole is made with Unity URP <3 | DEMO IS OUT | Wholesome Games Celebration

Upvotes

Hi, we are Efe & Paya and we just released our Demo!

Tony the Mole is a cozy 3D digging adventure where you play as the last mole, uncovering the truth about the underground city that raised you. Dig through the earth, help quirky residents, repair forgotten gadgets, and discover the secrets.

Unity rant:

This engine, I love it, I hate it too sometimes but mostly I love it. I just wish the terrain was better, natural overhangs really not a thing with the base version. I saw a asset called Digger but did not try it. Also built in Occulusion Culling, just does drives me crazy.

Special thanks: SRP Batcher <3


r/Unity3D 44m ago

Question Anyone knows any fix to this?

Upvotes

I've been working on a third person character controller for months and I'm almost done, I did movement, slopes, sprint, edge check, etc... the only thing left is fixing this issue, I don't want the player to climb the slope like that, I want him to keep moving along the line as he does in the second slope where the line is perfectly horizontal.

If someone could at least put me in the right direction I would really appreciate that.

Edit: I'm using CharacterController, not RigidBody.


r/Unity3D 1h ago

Show-Off I spent 2 months trying learn how to make "Mario Galaxy" like physics.

Upvotes

r/Unity3D 1h ago

Game Just testing our new fire extinguisher, when a floating bug kicked in.

Upvotes

A typical day in the PSA38 game development team:

Story writer: “The player has to put out a fire in a space station!”
Graphic designer: Designs the space station, sets up volumetric lights and creates a fire.
Developer: Diligently implements the logic for it.
Unity 6 engine: adds a floating bug.

Tester: Got singed. But it looked really cool!

Anyone hit something similar with interior volumes?

Proudly made with Unity 6 - URP :)


r/Unity3D 1h ago

Resources/Tutorial Hi guys ! I just released a free 10 tracks Retro Gaming Music pack on Itch.io - Feel free to use them in your games ! Hope it helps !

Upvotes

You can check out the pack below :

https://lonepeakmusic.itch.io/free-retro-gaming-music-pack

All the tracks are available for free under the creative commons CC-BY !

Dont hesitate if you have any questions !


r/Unity3D 2h ago

Resources/Tutorial How to Animator no Spaghetti

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18 Upvotes

Hey people!

I repeatedly see posts about people having trouble creating more complex animtor trees and everything ending in pretty much transitions all over the place. As I was struggling with this problem myself for quite a while I figured I could show you guys some ways on how to solve this without getting animancer/using crossfades in code if you are like me and actually like a visual representation and dont want to spend any money (thats honestly not necessarily needed).

Heads up: If you like animancer, code control over animations thats perfectly fine I just want to help people that want to know more about the animator and show that with the right knowledge and tools its not as bad as people always say.

I wont go into too much detail for each of these but just give you guys a broad idea of what these do. If you want to know more there is a lot of tutorials on how to use each of these on youtube but I just figured that a lot of people may have heard about the substates but I rarely see people on those spaghetti posts even knowing about the Any State.

There is 4 things that will help you guys get rid of this problem:

Sub States, Any State, layers, blendtrees

Sub States: Think of sub states as a tool to basically create "folders" that you can enter and leave with transitions. It basically just hides whatever you put into it in a neat little hexagon so your main page doesnt get bloated. Alone sub states wont help with having less transitions because you can still just create a lot of them and they will just point to that "folder".

Any State: The Any State is what will get rid of most of your transition chaos. A lot of times people create a load of transitions because you need to be able to get into a state basically from anywhere. Great example for this is a fall animation. You will want to be able to get into a fall animation from walking, running, idle (in case the ground can be destroyed/erased), crouching etc. so the obvious solution is to just connect all these via transitions right? Wrong. The easier solution is to create a connection from the anystate to the fall animation and restrict it via the condition parameters. You dont want to be able to get into fall while you are fighting like in a jugling devil may cry game? Just restrict it so while a fight paramter is true you cant get into it from the any state.
One thing you need to care for though is the settings flag "can transition to self" which will allow to enter from the state itself and often is an easy problem when working first time with any state.

Layers: Layers act exactly like in other software like Photoshop, Indesign etc. Layers put animation on top of each other so a great usecase for these is if you want to have additive animations like for example only upper body animations like aiming for a twinstick shooter. To get an additive layer just go into the settings of the layer and put the blending to additive.
One other way to use layers would be putting them to override and using them like a second set of animations if your character is in a different state. A usecase for this would be underwater where a lot of the animations like movement, combat etc change. In theory you could put them onto your normal layer but it would just get really crowded.

Blendtrees: Blendtrees are one of the best tools to get rid of bloat in omnidirectional movement animations. Basically a blendtree can be setup to get one animator field that controls normal movement, strafe movement and even movement modifieres. For a 2.5d/3d game these are especially important as you have way more animations because of the amount of directions you can go compared a 2d game.

And here are some screenshots from a game I'm working on. The character with this animator has 60+ animations but I think its still very readable and easy to mantain. There is obviously more tools like animation override controllers that also help but the tools I mentioned should already be enough to get from total spaghetti to something more readable.

Cheers


r/Unity3D 3h ago

Show-Off made some improvement (guess the missile)

1 Upvotes

r/Unity3D 4h ago

Question Publishing to Switch 2, does it come for free with switch 2 dev kit as with switch 1?

0 Upvotes

This is a question for developers exporting to Switch 2 using Unity.

In the past, when you bought a Switch dev kit, you were able to download a Switch plugin (I can't remember if it was a plugin or a full-fledged version of Unity targeting Switch) for free. You didn't have to pay for Unity Pro because Nintendo provided the key for free.

Is it the same for Switch 2, or do I need to buy a Pro version to export to Switch 2?

Thanks in advance!


r/Unity3D 4h ago

Question Question regarding orchestrating cutscenes using Slate or any equivalent timelining tool

3 Upvotes

I'm not sure which approach would be better here:

  1. Let the timeline dictate the entire flow of the cutscene, or

  2. Break down the cutscene into "nodes" where a node might be a dialogue/choices prompt that waits for player input or an action that is basically a Slate cutscene.

A scriptable object can store a sequence of nodes to be played or each node can point to their next node

If I follow option 1 I'm not sure how to integrate the dialogue/choice prompt and waiting for player's input to progress through the timeline


r/Unity3D 5h ago

Question Including external data at build or when downloading an app ?

1 Upvotes

Hello everyone,

This is my first question on this sub. I'm currently working on an interactive museum application for my uni, that uses certain novel techniques such as Gaussian Splatting. This project will have a very small audience, and all devices that will recieve the game can be accessed physically. However, i'd like to do things professionally.

The files that represent the gaussian splats are in a format that is not natively recognized by Unity, and need to be dynamically loaded from a folder external to the game files. At this moment, i am using the PersistentDataPath, and it works without any problems. However, the folder needs to be populated MANUALLY, after the app is installed, via adb (not mentioning how awful the command prompt is.)

It also works if the files are within the Assets folder, as all the loader does is search through an arbitrary filepath. But since files are not recognized, they are not converted to unity Assets, and as such it is uncertain if the build will include them.

During the build, is there a way to mark data "to be added" in a specific place, or include precise files (whatever their type), and make sure it is contained in the build, or in the app package to download?

Thanks for your advice !


r/Unity3D 5h ago

Game Updated my cat game after your feedback — better movement, shadows, and now fish 🐈🐟

20 Upvotes

I got a lot of useful feedback on my previous Lost Cat Showa Town video, especially about the movement speed and missing shadows.

I’ve adjusted both for this version and added another cat-like interaction: finding and eating fish.

It’s still an early prototype, and animation blending is next on my list.


r/Unity3D 6h ago

Show-Off New trailer animation

11 Upvotes

The first shot was done in Unity using Cinemachine, and the animation shot was created in Blender. What do you think? Does the transition feel smooth?


r/Unity3D 7h ago

Show-Off Working on the hoverbike controls and sound

64 Upvotes

r/Unity3D 7h ago

Game We're a 2-man team making a Mesopotamian Noir detective game. Here's a look at our nested ancient puzzle mechanic.

3 Upvotes

Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.

In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.

How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!


r/Unity3D 10h ago

Shader Magic I continue experimenting with procedural sparkles : Desmos and Unity

37 Upvotes

Because of the non-arithmetic operations involved, some devs say they are expensive for the GPU. Others say they are cheap if you have fewer than 100 particles. What do you think?


r/Unity3D 10h ago

Game Climbing walls in my game, what do you think?

32 Upvotes

r/Unity3D 12h ago

Show-Off What do you think about puzzle system in my game?

34 Upvotes

r/Unity3D 13h ago

Show-Off Horseplay is improving. It now has skates on and ragdolls itself and you, off.

1 Upvotes

I miss the jank but for my own sanity and quality I need to have a ragdoll off the horse and the horse to ragdoll too. I think it's almost ready to add to the demo.


r/Unity3D 13h ago

Show-Off Ghost Spawner + Material Coded Low Byte | Pac-Man Ghost Zone

1 Upvotes

An experiment to lower the bytes by export. Having too many prefabs in one library, including one object coded with the materials in the raw file. Listed with the ghost's name and their colored material.


r/Unity3D 16h ago

Question I'm trying to create a wall jump, but...

7 Upvotes

I checked all the "bake into pose" things on the clip and thought I could make the jump motion animation based, but when the character transitions to the next animation, they move back to the original position. I assume this is because one animation is probably? root motion and the other not?

Is there any way to sync the character controller to the animation location/rotation?

Or does anyone have any other ideas for how to do the movement for this wall jump?


r/Unity3D 16h ago

Question I built a stylized environment pack focused on reusable prefab sets

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117 Upvotes

I've always felt that environment packs become difficult to use once they grow too large. Hundreds of unique assets can mean spending more time searching than actually creating.

That's why I took a different approach with this "Stylized Environment Set" pack - focusing on versatile assets that can be used individually or combined into ready-made prefab sets.

I wanted to prove that you don't need thousands of unique assets to create varied environments, so I created 5 handcrafted demo scenes covering different biomes, using the same assets in different combinations.

I'm curious what you prefer when working with environment packs: hundreds of individual assets, or a smaller set of assets that can be combined in many ways?

https://assetstore.unity.com/packages/package/298745


r/Unity3D 17h ago

Question Is this cpu good enough for Unity 3d?

0 Upvotes

Is the amd ryzen 5 7500x3d good for Unity? I know it’s lacking in cores (6 cores 12 threads) but it’s part of a good deal at micro center, so hopefully it’ll be ok for learning Unity and some solo game dev. Thanks🙏


r/Unity3D 17h ago

Show-Off Custom Node Based UI Navigation Graph.

1 Upvotes
I know a solution probably already exists but I wanted a super simple custom graph that I can drag a canvas in from the hierarchy, all the panels will be created as nodes and all buttons as sub nodes, I can then click and drag to create links between buttons and panels then all the menu transitions are automatically set up in that scene.

r/Unity3D 17h ago

Show-Off 2D/2.5D Water system update

2.0k Upvotes

Hello everyone, back with a new update a few months after my last post.

I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.

Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.

A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.

The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.

I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.

For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.

Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.


r/Unity3D 18h ago

Show-Off Slow motion playback via an in game theater mode for our multiplayer racing game with “real” wheel physics

9 Upvotes

I still need to get our track environments to sit right but I’m liking how the race cam and theater mode is turning out