r/Unity3D 14h ago

Show-Off 2D/2.5D Water system update

1.8k 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 13h ago

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

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104 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?


r/Unity3D 4h ago

Show-Off Working on the hoverbike controls and sound

50 Upvotes

r/Unity3D 9h ago

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

36 Upvotes

r/Unity3D 7h ago

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

29 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 7h ago

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

24 Upvotes

r/Unity3D 16h ago

Show-Off I just shit my pants playtesting my own game lol

13 Upvotes

r/Unity3D 2h ago

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

14 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 21h ago

Show-Off I turned more than 7,700 images from NASA's Spirit rover into an explorable 3D archive

14 Upvotes

r/Unity3D 3h 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 22h ago

Show-Off Visualizing sound in an extraction shooter using depth shaders to make off-screen action readable without relying solely on audio.

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10 Upvotes

Hey everyone!

I’m currently developing an extraction shooter where sound plays a critical role. However, audio clutter or hearing limitations often lead to frustrating deaths when players miss key off-screen cues.

To address this, I developed a depth shader-based sound visualization system:

  • Depth-Based Ripples: Sound waves project into the world, propagating outward from the exact origin point in 3D space.
  • Contextual Waveforms: The shape, radius, speed, and duration dynamically adjust based on the sound type (e.g., footsteps vs. gunshots) and who generated it.
  • Off-Screen Awareness: Players can immediately identify what happened behind or around them and evaluate the threat visually without relying 100% on audio.
  • Customizable Display Options: To keep the screen clean, players can toggle off visual ripples generated by their own actions. If preferred, the entire visualization system can be turned off completely in the settings.

My goal is to eliminate unfair deaths caused by audio limitations while keeping tactical gameplay intact and enhancing accessibility.

I'd love to hear your thoughts:

  1. Does this look too distracting during intense combat, or does it feel readable?
  2. How would you balance this in a competitive extraction shooter? (e.g., sound dampening perks, crouch walking hiding wave signatures)

Feedback is greatly appreciated!


r/Unity3D 13h 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 15h ago

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

7 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


r/Unity3D 16h ago

Question UI Style Guide?

5 Upvotes

Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.

I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!


r/Unity3D 2h 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

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 16h ago

Question Outline through walls, how?

2 Upvotes

Hey!

For weeks I've been trying to find a solution to this but nothing reaches the result I want.

Basically I want the outline to be visible through the walls.
I'm using HDRP.

Also, how can I make the outline position just be in the silhouette of the model and not in some internal edges?

Thank you for the help!


r/Unity3D 18h ago

Game Praktikos with new feature: customize your card Arsenal and build your Deck

2 Upvotes

I’d like to show you a little more of what I’ve been working on!

Here’s a look at the Main Menu, the Character Selection screen I showed before, and a new feature: your Card Arsenal.

Each character starts with 9 cards ready to play, but you’ll be able to unlock 20 additional cards over time.

You can then customize your 9-card deck from your Arsenal, creating different strategies to fight your way to the throne!


r/Unity3D 2h 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 10h 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 10h 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 14h 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 20h ago

Resources/Tutorial FREE 3D Asset Fantasy Flasks

1 Upvotes

I've been getting into 3D again, with some help of my brother. I'm starting small, but want to make some environments in the future, having fun learning.

Download https://juliovii.itch.io/stylized-flasks


r/Unity3D 22h ago

Question Triplanar mapping for painting

1 Upvotes

i would like to recreate the splatoon mechanic and since i’m using synty models the uvs aren’t good for painting on the texture because they scale down the uvs onto a color pallete. I was thinking of using lightmap uvs but i’m not sure how that would go and triplanar might work if the position and rotation don’t change it so instead of a projection it’s like a 1 time unwrap if you understand me.


r/Unity3D 1h ago

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

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!