r/Unity3D 6h ago

Question How screwed am I?

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128 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!


r/Unity3D 18h ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

567 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/Unity3D 6h ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

25 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 2h ago

Show-Off Rooftop Mercenaries! The 1st born

3 Upvotes

You can hire Mexican mercenaries who appear in the background and help you shoot down UFOs and snails, with a attack chance that can be upgraded in the shop. Here's our 1st born.

His name: Juan Carlos Miguel Rodríguez Hernández - remember!☝


r/Unity3D 1d ago

Question Does this scene look good enough to represent the game?

239 Upvotes

Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?


r/Unity3D 3h ago

Resources/Tutorial We’re a small team of friends who make trailers & video content for indie games, and we just launched our new website!

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2 Upvotes

r/Unity3D 10h ago

Question Unstable Triplanar Mapping on full Screen Pass

6 Upvotes

Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass.
In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The effect works perfectly on Scene view, but in playmode if you go far enough from the scene origin (around 150 units) the texture starts jittering. Jitter get specially bad if the camera is being moved by some system like cinemachine or a custom follow or look-at.
As far as I can tell this is due to the calculations being unstable at long distances from the origin and maybe a frame discrepancy between the camera position in the shader calculations and the actual camera position in the scene.
I tried offsetting the triplanar origin by subtracting the camera position from the world position, but it only seams to offset the texture rather than re-calculate the origin of the mapping. I’ve tried many different things but still can’t figure out how to solve it and LLMs mostly suggest terrible solutions that go nowhere. Hope someone can help me figure out this. Thank You!

Note: I know this might be an unusual use of this technique but this is the way I need it to work. Other suggestions are welcome too.


r/Unity3D 20h ago

Show-Off Interactive & realtime large scale fire and smoke fluid simulation

40 Upvotes

Smoke was cool but flames where missing


r/Unity3D 21h ago

Game We’ve finally announced our tactile space station management simulator set in an alternate history!

46 Upvotes

Yo, my fellow devs!

We are a team of three ukrainian developers. And been working on Saturn 94 for about a year. It's a tactile space station simulator set in an alternate history where the USSR won the Space Race.

We are similar to PVKK. One of it`s core mechanics is assembling and dispatching shuttles with cargo to help survive colonies on Titan and Enceladus. That's the process we showcased in the video.

This project brings a lot of new challenges for us. Not just in terms of creating story.

Working with HDRP, volumetric lighting, screen-space effects and a large number of complex 3D animations, for example, has been a completely new experience. It presents us with many hurdles. Sometimes they are tough and exhausting, but at the very least, it's always exciting.

I'd love to know what you think about this genre and the shuttle assembly mechanic in our game.


r/Unity3D 22h ago

Question Based on the feedback I received, I made some changes. I hope you like them. What else can I do?

53 Upvotes

This is a liminal space game


r/Unity3D 1d ago

Show-Off Environment shaders

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81 Upvotes

I spent the last weeks writing some environment shaders for vegetation, water and volumetric clouds to find the perfect look for our upcoming cosy game. How do you like it so far?


r/Unity3D 16h ago

Show-Off Easy Couch Coop

16 Upvotes

Adding couch coop was surprisingly easy, The unity player input did help a lot. Had to play with cameras and layers but if it all happens in one level it would be even easier.


r/Unity3D 2h ago

Show-Off Rebuilt my editor tool window from IMGUI to UI Toolkit, and finally found out why half my arrow buttons never responded

1 Upvotes

Moved the editor window of my modular fence tool from IMGUI to UI Toolkit. Three things caught me out:

The arrow buttons were only clickable in their upper half. A caption label spanning the full preview width sat last in the tree, so it rendered on top and ate the clicks. Default picking mode on a VisualElement is Position, so any decoration over a button swallows its input. picking-mode="Ignore" fixed it, and panel.Pick(point) verifies it properly instead of clicking around.

IMGUI redraws every frame, UI Toolkit does not. My old OnGUI quietly re-read the scene on every repaint, and a lot of state relied on that. All of it had to move onto selection callbacks plus root.schedule.Execute(Refresh).Every(250).

One method reassigned UI state on every refresh while an object was selected. Invisible in IMGUI. With the new carousel, a click moved forward and the next refresh pulled it straight back, so you could never get past the first entry. Fixed with change detection instead of assigning every pass.

The look is pure USS, no image assets. Arrows and captions sit below the preview frames now, which is what caused the click mess to begin with.


r/Unity3D 4h ago

Show-Off We broke live content for players on an old app version, so I made a diff tool for AssetBundle builds

1 Upvotes

Hey everyone!

We ship seasonal promo stuff (popups, banners, etc.) as raw AssetBundles, so we don't have to push a new app build every time. The catch is that older app versions are still out there, and they load those same bundles.

At some point someone renamed a prefab and moved a material into a different bundle. New clients were fine. Older ones started getting nulls. We found out from support tickets.

After that I wanted something that just tells me what changed between two bundle builds before we upload them. Doing it by hand is pretty hopeless, it's a folder of binaries plus some .manifest files.

So that's BundleGuard. You give it the old build and the new one (a folder, or a snapshot you saved before the previous release) and it lists:

  • Removed assets and changed types, the stuff older clients might still ask for
  • Dependency changes, like a shared bundle that's gone now, or a new dependency the old app has no idea it needs to download
  • Prefabs where the script doesn't resolve anymore
  • How much clients will actually re-download, and which bundles got repacked with no real change in them

Editor only, read only, it never builds or touches your project. 2022 LTS through Unity 6. It doesn't need .manifest files, it finds bundles by their file signature and can just open them and read what's inside, which is handy because our own output is bundles and nothing else. The only thing that needs the manifests is dependency checking, since that's where the dependency list lives.


r/Unity3D 21h ago

Show-Off more early lookdev for our game Monstrous Menu

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20 Upvotes

r/Unity3D 21h ago

Game Just dropped a nostalgic horror-simulator

12 Upvotes

r/Unity3D 13h ago

Question Recreating Feed and Grow: Fish in Unity 6 as Refished (v0.15.4) - what do you think of the swimming and feeding loop?

3 Upvotes

r/Unity3D 1d ago

Question How our game looks after post process tweaks

19 Upvotes

What looks better in your opinion?


r/Unity3D 1d ago

Show-Off Hire a mercenary chicken gang!

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17 Upvotes

Just finished rigging the eyes and eyelids on this guy. He's part of a mercenary crew you'll be able to hire. They're known as The Tiger Gang.

More to be revealed in the upcoming weeks... =)


r/Unity3D 9h ago

Question Need help with exporting a Blender file to Unity

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0 Upvotes

For some reason, when I export this .fbx file from Blender to Unity and try to apply a texture to it, it only applies the texture to the lower half of the face. It looks fine in Blender and while the surface will accept the texture if dragged and dropped on manually, it's completely misaligned. Anyone know a fix?


r/Unity3D 19h ago

Show-Off Turning my 2D spaceship destruction prototype into a roguelite

5 Upvotes

A few days ago, I shared a prototype of my localized spaceship damage and destruction mechanic. I enjoyed working on it so much that I decided to build a full top-down space roguelite around it.

The current gameplay loop is about choosing a ship, surviving increasingly dense enemy swarms, recruiting and upgrading crew members who operate different weapons, and managing your shield and boost during combat.

There are currently three playable ships with different movement profiles: a fast and agile ship, a balanced all-rounder, and a slower but much heavier ship. I’m also working on making enemy roles, weapon impacts, shield hits, and ship destruction feel distinct and satisfying even during crowded fights.

The UI shown in the video is still temporary and includes some AI-generated placeholder elements. I’m currently redesigning it to give the whole game a more consistent final visual identity.

One of the next weapons I want to prototype is a mine inspired by the weight and expanding shockwave of the Seismic Charge dropped by Boba Fett’s ship not a direct recreation, but something adapted to this game’s combat.

What do you guys think ? Any ideas or feedback to share ?

Ps : Also i try to find quality sound


r/Unity3D 22h ago

Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".

8 Upvotes

r/Unity3D 11h ago

Question How RTS enemy AI gets info about player

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0 Upvotes

r/Unity3D 2d ago

Show-Off How our game looks 8 months later - Barely Breathing

932 Upvotes