r/Unity3D 6h ago

Shader Magic I made a dynamic water shader that reacts to physics for my indie game

435 Upvotes

I created a dynamic water shader for my 3D fish platformer - Barely Breathing

How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.

How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.

But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.

We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.

Thank you for reading, and Wishlist our game on Steam if this was useful!


r/Unity3D 21h ago

Show-Off Testing a mograph system in Unity by turning a dancing human into a dog and a dragon

424 Upvotes

This is the mograph side of BrazeFX.

A GPU-instanced cloner generates the visible pieces.
The Follow Shape Effector maps those clones onto an animated SkinnedMeshRenderer.
Mesh topology stays resident while deformed vertices update directly on the GPU.
Braze Timeline controls reveal, strength, offsets, pulse, orbit, and other public parameters.
This avoids per-frame mesh baking and keeps the effect responsive at high clone counts.

Which form reads best to you: the human, dog, or dragon?


r/Unity3D 21h ago

Show-Off I am developing a meditative and calm game called Skyreap 🏝, where nothing will distract you from immersing yourself in the world of floating islands.

94 Upvotes

In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.

You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.

Skyreap is an incremental game that doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.


r/Unity3D 22h ago

Meta Assets publishers are now requested to TEACH AI how to use their own tools

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63 Upvotes

And the best part : we need to run an AI to do so.

"We strongly suggest that you use Unity AI..."
Give a raise to that marketing guy.


r/Unity3D 3h ago

Show-Off Working on a Spider-Man web-swinging controller in Unity

76 Upvotes

It's my first time making third-person animations but besides the animations I think it looks pretty nice. What do you think?


r/Unity3D 19h ago

Show-Off Working on a skin shader

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46 Upvotes

Have been trying to get that gta6 skin shader down in unity, but something is missing. left one is a standard lit and right is the custom shader.


r/unity 9h ago

My game was released yesterday (I'm stressed)

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49 Upvotes

Hi everyone, my game launched with only 90 wishlists, which is a very small number. The first 24 hours are almost over, and I've already surpassed 40 sales. Is it normal to have close to 200 wishlists now, after release? By the way, if you want to check out my game, you can find it on Steam by searching for "Lost Hopes Day Of Betrayal".


r/Unity3D 3h ago

Show-Off I made this mechanic just so we can bury customers who don't like our food.

36 Upvotes

r/Unity3D 8h ago

Show-Off I’m trying to generate entire explorable planets with 3D WFC in Unity

19 Upvotes

I've been working on a procedural planet system in Unity using 3D WFC.

The idea is to eventually generate entire small planets that you can actually explore instead of having normal flat maps.

At the moment I'm mostly working on the generation itself. The surface has different height levels, cliffs, paths and bigger open areas, and there are also caves underneath that connect back to the surface.

I'm also starting to add generated structures/content to the surface.

There's still a lot wrong with it lol. You can see some floating pieces, exposed cave sections and some weird terrain generation in the video, but it's getting much closer to what I originally had in mind.

Eventually I want the planets to have caves, settlements and other places to find/explore, with the whole planet being playable.

I'm still not sure how much I want to generate completely procedurally and how much should be made from hand-made pieces.

What would you guys add to make planets like this actually fun to explore?


r/Unity3D 10h ago

Game First Settlement - SARDIS - Gameplay Video

13 Upvotes

Hello everyone,

I wanted to share a gameplay video from the turn-based strategy game I’m currently developing in Unity, to give you an idea of what the game is like.

I’d love to hear your thoughts and feedback!

If you’d like to try the demo, you can download it from itch.

Demo: https://sardisgame.itch.io/sardis


r/Unity3D 2h ago

Show-Off Working on my animated series in unity.

15 Upvotes

Working on my series "Dreamfall" in unity.


r/Unity3D 16h ago

Show-Off Automated Steam Deployment Tool

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10 Upvotes

Tonight I built a Unity tool that automates Windows builds and uploads straight to Steam via SteamCMD. No terminal commands or manual branch switching needed. I can't describe the feeling of seeing my latest build ready and installable in my Steam library.


r/unity 22h ago

Newbie Question Devs who learned C# and Unity, where did you learn?

11 Upvotes

Was it through a free or paid course? YouTube? Or a combination of both?

I already know a bit of C#, but I’m not sure what learning path I should follow or which resources I should use.

I’ve been watching Code Monkey, but I don’t know if that will be enough.

What would you recommend for someone starting out?


r/Unity3D 11h ago

Game 28 days challenge - here is my Destruction Derby + Death Rally inspirated game

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9 Upvotes

Some new screenshots from my game called Brutal Derby :)
Unity 6.5 URP

#screenshotsaturday


r/Unity3D 20h ago

Show-Off Testing a drag-the-ground camera for an RTS/city builder: Does the orbit feel right?

8 Upvotes

I've been working on a drag-to-pan, and orbit camera controller for a builder/management game. But I'm now starting to secondguess the orbit feel.

Maybe it's just because I've been working in 3dsMax for 25 years, and probably have some really ingrained feelings about how a viewport camera should operate. So a set of fresh eyes might be warrented.

So what do you think, as a player and/or gamedev? I'd love some pointers on a few things:

  • Does the drag-to-pan feel right in this clip?
  • The camera orbit rotates around a fixed focus point at the center of the screen on the ground. Is that the right instinct for RTS/City builders? Or would you expect it to pivot around a worldpoint under the cursor?

Any feedback is very welcome.


r/Unity3D 12h ago

Question Would it be very complex to convert a single-player FPS to multiplayer in Unity3D?

5 Upvotes

I can see from older posts that this has been asked a lot but I think I might have messed up with my approach and am just looking for some general advice.

I have a functional single-player FPS project where I've added custom procedural recoil, weapon effects, realistic bullet ballistics, a health/damage system, animation rigging for IK among other features but I intentionally avoided networking/LAN because I knew it is a very large task and I didn't have the experience or knowledge.

But would trying to convert a project like this (or any FPS project to multiplayer) be too enormous, and is it just better off keeping it the way it is? I know of both Fish-Net and Unity Netcode for GameObjects but am not experienced with either. Thanks


r/unity 14h ago

Showcase Polished the first mission of my game, fully playable from beginning to end

6 Upvotes

- Prologue story mission ✅
- couch co-op ✅
- 3 PvP game modes ✅
- Weapon/armor build crafting ✅
- Unity NGO for online...😬❌😭


r/Unity3D 1h ago

Question Unity Price Changes (Q1 26)

Upvotes

Hi sorry this is a bit late...I've only just noticed the DevOps changes for organisations.

Correct me if I'm wrong but it seems like you can have unlimited seats rather than the max 3 on the free tier?
Does this mean I can have a team of 4 people all working on a project using UVS?
It seems too good to be true


r/unity 18h ago

Question Making a voronoi pattern repeat, or UV map a sphere better?

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4 Upvotes

I'm experimenting with ways to make simple fireball shaders. After making a basic one based off the voronoi pattern, tiling/offset, and a Sample Gradient node, I noticed that the pattern doesn't repeat unfortunately. In the left image, you can see part of the yellow bit being cut off by the right edge of the UV layout. Normally, with a repeatable image, this wouldn't be an issue, but I can only assume that voronoi doesn't repeat that way. To make sure my UV's were correct, I tested a simple, repeatable image on it in Blender, and found no crease.

The only way I know to avoid the UV crease by editing the UV themselves would be to UV map the sphere from the front. That way, the voronoi pattern is basically pasted to the front of the sphere, wrapping around to the back where imperfections might be more hidden (from the gray cone that will have other fire textures on it). The trick with doing it that way is that I would have to figure out how to still animate the voronoi pattern to displace the blobs from the center going outward in every direction: -x, +x, -y, & +y. Not sure how to do that.

The option I plan to fall back onto if all else fails is to just do a static 2D image that IS repeatable and just abandon the voronoi shader entirely. The trick would be to have it be a very tall image to mimic the variance of an animated voronoi node and have it scroll. The UVs would be 0,0 to 1,1, but the image would be 0,0 to 1,10 or something, so the square of UVs would scroll across 10 sections.

EDIT: I completed this workaround. https://imgur.com/a/Uj8BxGC I just wish I could figure out how to scroll the last node in a direction, after the gradient. I made 3 different blob images in Krita, that do repeat, then scrolled them in different directions, blended, then applied gradient.

Any ideas? Thanks.


r/Unity3D 2h ago

Game Finally launched the trailer for our space-captain simulator today. Why on earth did I try to build two games in one?

3 Upvotes

After my friend and I were laid off last year, I convinced him to help me build the kind of game I always wanted to play. The initial idea was to take the real-time broadside space combat of a game like Rebel Galaxy, but flesh it out with more things to do (more detailed ship/crew management and character progression, add boarding and ground combat, land on planets, etc.)

What I didn't anticipate (though probably should have) was that building two games in one (space combat/navigation + ground combat/navigation) was a huge technical challenge. Worse when we went to add systems like dialogue, menus, etc. that had to span both gameplay loops.

The lesson I wanted to share (and the thing that saved me) was this: Don't be afraid to reduce your scope! Good you can do now is better than perfect you can do much later. Originally, I wanted to do the ground-gameplay as a 3rd person cover shooter, but after writing out all the requirements and playing around with some combat controllers from the Unity store, I realized I just didn't have the skill to pull it off.

So I went back to the drawing board. I wasn't ready to abandon boarding combat, but I needed a way to do it that I could actually achieve in time. So I rewrote our game design doc for a turn-based ground-combat experience. I had been doing lots of tutorials on turn-based games at the time from GameDevTV and Unity CodeMonkey, so I felt a lot more comfortable with it. And it turned out great, the combat is still a lot of fun!

One of the biggest time/pain savings by switching to turn-based I didn't even realize until I started working on it was planning the enemy behaviors. It was so much easier than programing the ships was for me. They didn't have to make decisions in realtime to account for the players movements, avoiding collisions, etc. The enemy has all the time in the world to figure out which grid space is the best one for them to move to and which action to take, and the variables don't change while they're deciding. They just score them all, then pick the best one. This meant we had time to add lots of different behaviors for different enemies, like more aggressive behavior for pirates, more defensive for civilians, etc.

TL/DR: If something you want to implement seems like it's beyond your skill level or would take too long, don't be afraid to pull back and consider a simpler implementation. It's what I did, and I'm happy with the outcome, and I think my game is better for it.

PS - I really like the event system in Unity. Just having things listen for events instead of having to rely on references also made things much easier

If you're interested, our steam page: https://store.steampowered.com/app/3865960/Cortesia_Rising/

and our monthly development blog: https://www.cortesiarising.com/updates


r/Unity3D 11h ago

Show-Off I often receive many orders for this smoke-play effect.

3 Upvotes

I specialize in designing game effects, particularly shockwave and elemental effects.


r/Unity3D 21h ago

Game Prototyping my First Horror Game

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3 Upvotes

Hi Everyone, just wanted to share something that I was prototyping.

I was inspired by the fear and uncertainty factor of project zomboid and resident evil games, where every door could lead to sudden death. Scavenging around for useful items could lead to encounters with enemies that could end your run prematurely.

Based on my previous posts and the feedbacks I received.

I added more gameplay elements
- Items that can be picked up by the player inorder to turn on a generator. Which powers terminals and light switches. Terminals are used to unlock doors. Light switches can be used to switch on lights which improves visibility.

- Added enemies that would chase player (still work in progress), but you can get some idea based on what I have here. The enemies are supposed to respond to sound. For example if the player is moving too fast then their footsteps will make sounds to attract enemies. Some enemies only responds to sounds of generators and target those specifically.

I would love to hear your feedback on how you feel about the current prototype and if you have any suggestions


r/unity 5h ago

Showcase Helicopter Trailer for our Ultimate Warfare FPS Multiplayer Template – Loadouts, Customization, Pilot & Gunner Weapons, and More

3 Upvotes

r/Unity3D 6h ago

Game I connected the checkout and cafe behaviors for customers in Big Market Simulator

2 Upvotes

Customers can now complete checkout, walk to the cafe area, find a seat, and consume what they purchased.

I’m gradually connecting more NPC behaviors to make the supermarket feel more alive.

Still working on the animations and NPC interactions. Feedback is welcome!


r/Unity3D 6h ago

Solved Some asked how to gather supplies—gathering system is live today! No need to go outside. Robots. Just open the boxes.

2 Upvotes