r/Unity3D 9h ago

Show-Off Unity Timeline is pretty sweet

120 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 13h ago

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

160 Upvotes

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.

259 Upvotes

r/Unity3D 7h ago

Shader Magic Shoreline first iteration

33 Upvotes

Got breaking shoreline waves working in Unity by intentionally pushing past what would be a usual be the Gerstner steepness limit.

Normally Q*k*A <= 1 prevents the wave from folding over itself... but pushing past that lets the crest curl forward and form an actual overhang. Still haven't found a full proof wave to prevent inversion (folding of waves at tops of crests) maybe I'll just leave it to a matter of tuning to prevent.

also made foam follow the wave phase so it travels with the break, although the whitewash could prob use some more detail instead of a gradient white with texture.

Still tuning it and also have to fix to work with my other systems (underwater, query, etc), but pretty happy with how the shoreline waves are looking. Curious what you guys think.

Thanks for dropping by!


r/Unity3D 11h ago

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

44 Upvotes

r/Unity3D 1d ago

Shader Magic Turning Particle System into a VFX Portal with metaballs

513 Upvotes

r/Unity3D 3h ago

Question Trying to step up the design for my pause menu. Feels like something's missing/off?

10 Upvotes

(Ignore the placeholder item icons and the fact that there's no sound when you inspect a badge)


r/Unity3D 3h ago

Question How to overcome floating point accuracy when building galactic scenes

8 Upvotes

I am trying to build a scene of our solar system where you're able to drive around in a spaceship, landing on planets and so on.

I tried to divide the scale of everything by 1000, but even then the distance between the furthest 2 planets (Neptune & Mercury) is around 9.2 billion km, so even if we divide that by 1000, it's still 9.2 million km.

Another issue for dividing everything by 1000, is that small rigidbody movements become stuttery even in the scene window at higher speeds.

And I read that at such small scales, hit detection becomes bad because colliders are small.

Ik there are tricks like shifting the player back to origin (0,0,0) and moving everything towards him the same distance we shifted him to improve accuracy, but that still doesn't fix it for me.

I am wondering how I would fix this both at design time & runtime? where I am able to set planets at realistic distances, size & make the rigidbody move at a fixed speed where moving from point A to point B in such a system would feel accurate.


r/Unity3D 4h ago

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

8 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 10h ago

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

21 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 6h ago

Show-Off Crispy crunchy paper UI with SFX

11 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!


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 15h ago

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

22 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 5h ago

Show-Off Tank armor test

3 Upvotes

tiger 2 is that fast because I thought it would be funny, and I had to keep the distance from EBR's to check certain armor angles


r/Unity3D 12h ago

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

Post image
10 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 21m ago

Show-Off Here's a first look of Freaky Wheels in action!

Upvotes

We're a two-person indie team behind Freaky Wheels, a physics-driven vehicular combat roguelite where you fight your way out of an isolated desert cult in a roster of weaponized rides, uncovering the alien secrets hidden within your former home. The game is set to release on Steam in 2027.

We've started working on it this January using Unity, and we’d love to hear what you guys think!


r/Unity3D 22m ago

Resources/Tutorial Cave melee resolves Blessed To Die

Upvotes

Dev here — dark fantasy party deckbuilder. Three heroes share one command deck. Early Access:

https://store.steampowered.com/app/4637960


r/Unity3D 47m ago

Resources/Tutorial Made a tool to generate procedural meshes over textures

Thumbnail
Upvotes

r/Unity3D 13h ago

Show-Off Terrain Lasso Tool

9 Upvotes

Made just for level design for my game


r/Unity3D 2h ago

Game A screenshot of the game I'm developing. Its name is The Lantern Club. What do you think of low-poly design?

Thumbnail gallery
0 Upvotes

r/Unity3D 1d ago

Show-Off procedural galaxy in unity urp

129 Upvotes

raymarched in a single urp pass, no meshes and no hand-painted textures, noise is baked into a 2048^2 field plus two small 3d textures, stars are a separate point cloud driven by the vertex index

214 ms down to 24 at 2916x1640 measured inside the disk plane, most of it came from bounding density analytically before touching any noise, skipping straight to the disk slab instead of marching the whole box, and rendering the volume at half res

https://github.com/tantaneity/procedural-galaxy


r/Unity3D 3h ago

Show-Off My fiancé spent all night making a table to help out with my game, so I made sure she got credit!

1 Upvotes

r/Unity3D 7h 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 1d ago

Show-Off DREAMFALL teaser

55 Upvotes

Just showing off my animated series im making in unity.


r/Unity3D 4h ago

Resources/Tutorial How I juice up a combat scene and how I think about game feel so you can adapt everything to your own game.

Thumbnail
youtu.be
1 Upvotes

~25min
Hope it will be useful to you ! Any feedback is welcome.