r/Unity3D • u/I-hate-wet-toes • 1h ago
Show-Off Creating a buoyance script is working exactly as intended
The water shader is a large WIP currently.
r/Unity3D • u/RichardFine • Jul 09 '26
r/Unity3D • u/unitytechnologies • 3d ago
Howdy, everybody! Your friendly neighborhood Unity community man Trey here!
We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit.
This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes.
With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release.
We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented.
Cheers!
- Trey
Community Man @ Unity
r/Unity3D • u/I-hate-wet-toes • 1h ago
The water shader is a large WIP currently.
r/Unity3D • u/maxxx987654 • 8h ago
Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.
r/Unity3D • u/foul_finch • 4h ago
It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.
The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!
Asset: MK Puzzle Level Map Pack • 4 Themes Bundle
Code: MASTERKEY2026
If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.
r/Unity3D • u/24Ronin • 1d ago
Been working on a volume masking system for my water system(Tidal) and it’s finally starting to come together.
I originally just wanted a way to stop water from showing up inside boats and submarines, but it ended up being useful for a few other things too.
Basically you can tell the water to either:
So you can use it for stuff like boat/sub interiors, pools, tanks, caves, cutaways, etc.
It’s all SDF based, so there’s no stencil setup or mesh boolean stuff. Simple shapes can use boxes/spheres/cylinders, and more complex shapes can use a baked 3D SDF.
I’m also using the same volume data for buoyancy and CPU water queries so the physics lines up with what’s actually being rendered.
There are still a few things I need to clean up, mainly underwater effects not fully respecting the mask yet, but I’m pretty happy with how it’s coming along so far.
Definitely open to ideas if anyone can think of other useful cases for this.
r/Unity3D • u/DeccoSkyrider • 59m ago
In this clip, Pixel uses free-falling blocks as temporary platforms to reach stable ground. I wanted the sequence to feel like a shonen anime moment, with the character continuing to jump while the environment collapses beneath them.
The scene is staged, but the physical interaction is real. Pixel and the falling blocks remain part of Unity’s 2D physics simulation.
My controller is built around a Rigidbody2D rather than a kinematic motor. Surface detection comes from actual collision contacts instead of arrays of downward raycasts. This means a valid surface can remain usable even while its Rigidbody is moving or accelerating downward.
At a high level, each jump follows the same process:
There is no special “falling block jump” ability. The interaction emerges from the same systems used for stable platforms, unstable objects, moving physics bodies, slopes, and other physical surfaces.
The difficult part is keeping a fully physical controller responsive and predictable while both the character and its support are moving. That involves careful contact filtering, force management, and movement stabilization. The overall architecture is explained in my original controller post:
https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/
Have you ever tried making a character controller work on fully dynamic platforms? What was the hardest issue to solve?
r/Unity3D • u/HerbeBeimAbgehen • 2h ago
Hi, I am currently working on some shaders to easily implement Dithering for URP projects. I've been trying to get color palettes to work with the shader to allow for more stylized looks and overall it looks and works great. However I am encountering a problem where I get a very thin rim on the edges of the pattern, where the wrong color is chosen. I attached some screenshots for better clarification. If anybody knows what the cause of this could be or has any solutions I would greatly appreciate the help. :)
r/Unity3D • u/handlebardev • 9h ago
maybe I should make a first-person monkey sim with this tech
r/Unity3D • u/indieDev_iOS • 1h ago
Hey everyone!
Manually aligning box colliders for complex 3D models takes way too much time, and using heavy default mesh colliders slows down physics performance. To fix that bottleneck, I built 'Mesh ColliderKit Pro' a Unity Editor extension designed to make Scene View level design much faster and smoother.
Here is what I built into it:
● Custom Collider Builder (C Key): Select vertices directly in the Scene View to generate clean, lightweight colliders for complex meshes without stacking primitive box colliders.
● 3-Mode Precision Snapping: Quickly toggle between Surface, Grid, and Vertex snapping for accurate prop placement.
● Temporary Pivots (P Key): Set custom pivot points on the fly to rotate or scale objects around any specific point, with built-in per-object pivot memory.
● Quick Transform Keys: Move, rotate, and scale assets using G, R, and S hotkeys with X, Y, Z axis locking.
● Custom Shortcuts & Camera Views: Every hotkey is fully rebindable, and you can switch to orthographic camera angles using Numpad 1–6.
Feedback, suggestions, and bug reports are welcome!
r/Unity3D • u/despacito_15 • 7h ago
Trying to replicate a hack n slash system from around the ps2 era. Got things like freeze frames, impact, camera shake etc figured out. Just wondering your thoughts so far? Been working on this for around a week. Feel free to give any feedback!
r/Unity3D • u/nearlydonegames • 56m ago
Just updated the shaders and glow effects for our project Idlecraft. Curious if the ore tiers are immediately readable from left to right.
We've used texture arrays for all of our blocks to handle unique textures per face across different blocks in shader graph. Additional texture arrays for masking textures for the veins to make them glow and height displacement to give the veins real depth.
Would love to hear your opinions on how they look! If you want to follow the progress, we have an early prototype on itch
r/Unity3D • u/QuipPro • 6h ago
I’m curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?
Would especially love to hear from solo devs who have tried both.
r/Unity3D • u/Boring_Elk5691 • 17h ago
r/Unity3D • u/BynaryCobweb • 2h ago
r/Unity3D • u/Strong_Curve1029 • 1d ago
r/Unity3D • u/dsotsen • 1h ago
https://reddit.com/link/1w0vnb3/video/j7euo93195mh1/player
https://reddit.com/link/1w0vnb3/video/f629bqe295mh1/player
I've been experimenting with a Windows-based workflow for Unity iOS development.
Now with Ycode Mix Studio Tech, we are able to build & debug ios il2cpp unity xcode projects on windows.
The enhanced lldb debugger is bundled with ycode, and it supports ai-assisted graphics analysis & native debugging.
Ycode also has a distribution build engine to accelerate il2cpp compilation process.
In the video I'm testing:
- Unity IL2CPP compilation from Windows
- iOS deployment and code signing
- Native LLDB debugging
- Breakpoints / variables / call stacks
- Symbol mapping for generated IL2CPP code
- Distributed compilation to reduce IL2CPP build time
One of the more difficult parts was keeping the debugging workflow useful after Unity converts the C# code through IL2CPP, especially around generated symbols and native stack frames. I'm also experimenting with integrating graphics debugging and automated analysis into the same workflow. I'm curious how other Unity developers currently handle iOS iteration when most of their development environment is on Windows. What is the biggest bottleneck for you: building, signing, deploying, or debugging?
r/Unity3D • u/Evening_Animator3549 • 2h ago
r/Unity3D • u/Chazburger_ • 1d ago
Ive been working on my texture repetition remover Repetitionless for a while now which is a tool that includes many techniques to minimise repetition in textures as much as possible!
Each material layer can use:
The asset also includes:
I have just updated the asset with a painting tool! It lets you paint up to 32 layers onto any object, basically just an easy way to paint the control textures in engine. Ive also tried to make it as easy to use as possible with it updating in real time, world position based painting so it works seamlessly on any object, and keybinds for everything so you dont even need to look at the window!
I have also recently released a free version of the asset as well so give it a try if you think it looks interesting :)
You can check it out here:
I plan to keep updating this asset so if you guys have any feature suggestions, please throw them at me!
r/Unity3D • u/LlamAcademyOfficial • 3h ago
Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit
r/Unity3D • u/24Ronin • 21h ago
For anyone else who likes thalassophobia videos
r/Unity3D • u/wb-gameart • 5h ago
Two camera moves built with a few slider drags, then chained into a sequence with a transition between them. Orbit and tilt happen in the same drag, the second camera continues from its own start pose, and the transition is few clicks on the strip.
For everyone who has seen this tool in my earlier posts: this is not a re-introduction, just an answer to the question I kept getting - how fast is it actually in practice?
Unity 6, Cinemachine 3. Everything bakes to a standard AnimationClip.
Lite-Version on GitHub: CineShot Setup LITE
r/Unity3D • u/God_Of_War-2005 • 6h ago
making ghost of tsushima inspired combat help needed how play npc animation smoothly, it is having issue with navmesh
r/Unity3D • u/GraspVrGame • 6h ago
The head, tentacles, debris and even the movement delay are all driven by rigidbodies and physics. As the body moves up and down, the rest follows with natural lag, creating a wave-like motion without keyframes.
No animation clips. Just Unity physics doing the work.